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• By cozzie
Hi all,
As a part of the debug drawing system in my engine,  I want to add support for rendering simple text on screen  (aka HUD/ HUD style). From what I've read there are a few options, in short:
1. Write your own font sprite renderer
2. Using Direct2D/Directwrite, combine with DX11 rendertarget/ backbuffer
3. Use an external library, like the directx toolkit etc.
I want to go for number 2, but articles/ documentation confused me a bit. Some say you need to create a DX10 device, to be able to do this, because it doesn't directly work with the DX11 device.  But other articles tell that this was 'patched' later on and should work now.
Can someone shed some light on this and ideally provide me an example or article on  how to set this up?
All input is appreciated.
• By stale
I've just started learning about tessellation from Frank Luna's DX11 book. I'm getting some very weird behavior when I try to render a tessellated quad patch if I also render a mesh in the same frame. The tessellated quad patch renders just fine if it's the only thing I'm rendering. This is pictured below:
'
However, when I attempt to render the same tessellated quad patch along with the other entities in the scene (which are simple triangle-lists), I get the following error:

I have no idea why this is happening, and google searches have given me no leads at all. I use the following code to render the tessellated quad patch:
ID3D11DeviceContext* dc = GetGFXDeviceContext(); dc->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST); dc->IASetInputLayout(ShaderManager::GetInstance()->m_JQuadTess->m_InputLayout); float blendFactors[] = { 0.0f, 0.0f, 0.0f, 0.0f }; // only used with D3D11_BLEND_BLEND_FACTOR dc->RSSetState(m_rasterizerStates[RSWIREFRAME]); dc->OMSetBlendState(m_blendStates[BSNOBLEND], blendFactors, 0xffffffff); dc->OMSetDepthStencilState(m_depthStencilStates[DSDEFAULT], 0); ID3DX11EffectTechnique* activeTech = ShaderManager::GetInstance()->m_JQuadTess->Tech; D3DX11_TECHNIQUE_DESC techDesc; activeTech->GetDesc(&techDesc); for (unsigned int p = 0; p < techDesc.Passes; p++) { TerrainVisual* terrainVisual = (TerrainVisual*)entity->m_VisualComponent; UINT stride = sizeof(TerrainVertex); UINT offset = 0; GetGFXDeviceContext()->IASetVertexBuffers(0, 1, &terrainVisual->m_VB, &stride, &offset); Vector3 eyePos = Vector3(cam->m_position); Matrix rotation = Matrix::CreateFromYawPitchRoll(entity->m_rotationEuler.x, entity->m_rotationEuler.y, entity->m_rotationEuler.z); Matrix model = rotation * Matrix::CreateTranslation(entity->m_position); Matrix view = cam->GetLookAtMatrix(); Matrix MVP = model * view * m_ProjectionMatrix; ShaderManager::GetInstance()->m_JQuadTess->SetEyePosW(eyePos); ShaderManager::GetInstance()->m_JQuadTess->SetWorld(model); ShaderManager::GetInstance()->m_JQuadTess->SetWorldViewProj(MVP); activeTech->GetPassByIndex(p)->Apply(0, GetGFXDeviceContext()); GetGFXDeviceContext()->Draw(4, 0); } dc->RSSetState(0); dc->OMSetBlendState(0, blendFactors, 0xffffffff); dc->OMSetDepthStencilState(0, 0); I draw my scene by looping through the list of entities and calling the associated draw method depending on the entity's "visual type":
for (unsigned int i = 0; i < scene->GetEntityList()->size(); i++) { Entity* entity = scene->GetEntityList()->at(i); if (entity->m_VisualComponent->m_visualType == VisualType::MESH) DrawMeshEntity(entity, cam, sun, point); else if (entity->m_VisualComponent->m_visualType == VisualType::BILLBOARD) DrawBillboardEntity(entity, cam, sun, point); else if (entity->m_VisualComponent->m_visualType == VisualType::TERRAIN) DrawTerrainEntity(entity, cam); } HR(m_swapChain->Present(0, 0)); Any help/advice would be much appreciated!

• Am trying a basebones tessellation shader and getting unexpected result when increasing the tessellation factor. Am rendering a group of quads and trying to apply tessellation to them.
OutsideTess = (1,1,1,1), InsideTess= (1,1)

OutsideTess = (1,1,1,1), InsideTess= (2,1)

I expected 4 triangles in the quad, not two. Any idea of whats wrong?
Structs:
struct PatchTess { float mEdgeTess[4] : SV_TessFactor; float mInsideTess[2] : SV_InsideTessFactor; }; struct VertexOut { float4 mWorldPosition : POSITION; float mTessFactor : TESS; }; struct DomainOut { float4 mWorldPosition : SV_POSITION; }; struct HullOut { float4 mWorldPosition : POSITION; }; Hull shader:
PatchTess PatchHS(InputPatch<VertexOut, 3> inputVertices) { PatchTess patch; patch.mEdgeTess[ 0 ] = 1; patch.mEdgeTess[ 1 ] = 1; patch.mEdgeTess[ 2 ] = 1; patch.mEdgeTess[ 3 ] = 1; patch.mInsideTess[ 0 ] = 2; patch.mInsideTess[ 1 ] = 1; return patch; } [domain("quad")] [partitioning("fractional_odd")] [outputtopology("triangle_ccw")] [outputcontrolpoints(4)] [patchconstantfunc("PatchHS")] [maxtessfactor( 64.0 )] HullOut hull_main(InputPatch<VertexOut, 3> verticeData, uint index : SV_OutputControlPointID) { HullOut ret; ret.mWorldPosition = verticeData[index].mWorldPosition; return ret; }
[domain("quad")] DomainOut domain_main(PatchTess patchTess, float2 uv : SV_DomainLocation, const OutputPatch<HullOut, 4> quad) { DomainOut ret; const float MipInterval = 20.0f; ret.mWorldPosition.xz = quad[ 0 ].mWorldPosition.xz * ( 1.0f - uv.x ) * ( 1.0f - uv.y ) + quad[ 1 ].mWorldPosition.xz * uv.x * ( 1.0f - uv.y ) + quad[ 2 ].mWorldPosition.xz * ( 1.0f - uv.x ) * uv.y + quad[ 3 ].mWorldPosition.xz * uv.x * uv.y ; ret.mWorldPosition.y = quad[ 0 ].mWorldPosition.y; ret.mWorldPosition.w = 1; ret.mWorldPosition = mul( gFrameViewProj, ret.mWorldPosition ); return ret; }
Any ideas what could be wrong with these shaders?
• By simco50
Hello,
I've stumbled upon Urho3D engine and found that it has a really nice and easy to read code structure.
I think the graphics abstraction looks really interesting and I like the idea of how it defers pipeline state changes until just before the draw call to resolve redundant state changes.
This is done by saving the state changes (blendEnabled/SRV changes/RTV changes) in member variables and just before the draw, apply the actual state changes using the graphics context.
It looks something like this (pseudo):
void PrepareDraw() { if(renderTargetsDirty) { pD3D11DeviceContext->OMSetRenderTarget(mCurrentRenderTargets); renderTargetsDirty = false } if(texturesDirty) { pD3D11DeviceContext->PSSetShaderResourceView(..., mCurrentSRVs); texturesDirty = false } .... //Some more state changes } This all looked like a great design at first but I've found that there is one big issue with this which I don't really understand how it is solved in their case and how I would tackle it.
I'll explain it by example, imagine I have two rendertargets: my backbuffer RT and an offscreen RT.
Say I want to render my backbuffer to the offscreen RT and then back to the backbuffer (Just for the sake of the example).
You would do something like this:
//Render to the offscreen RT pGraphics->SetRenderTarget(pOffscreenRT->GetRTV()); pGraphics->SetTexture(diffuseSlot, pDefaultRT->GetSRV()) pGraphics->DrawQuad() pGraphics->SetTexture(diffuseSlot, nullptr); //Remove the default RT from input //Render to the default (screen) RT pGraphics->SetRenderTarget(nullptr); //Default RT pGraphics->SetTexture(diffuseSlot, pOffscreenRT->GetSRV()) pGraphics->DrawQuad(); The problem here is that the second time the application loop comes around, the offscreen rendertarget is still bound as input ShaderResourceView when it gets set as a RenderTargetView because in Urho3D, the state of the RenderTargetView will always be changed before the ShaderResourceViews (see top code snippet) even when I set the SRV to nullptr before using it as a RTV like above causing errors because a resource can't be bound to both input and rendertarget.
What is usually the solution to this?

Thanks!
• By MehdiUBP
Hello,
I wrote a MatCap shader following this idea:
Given the image representing the texture, we compute the sample point by taking the dot product of the vertex normal and the camera position and remapping this to [0,1].
This seems to work well when I look straight at an object with this shader. However, in cases where the camera points slightly on the side, I can see the texture stretch a lot.
Could anyone give me a hint as how to get a nice matcap shader ?
Here's what I wrote:

{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work

#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float2 worldNormal : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul((float3x3)UNITY_MATRIX_V, UnityObjectToWorldNormal(v.normal)).xy*0.3 + 0.5;  //UnityObjectToClipPos(v.normal)*0.5 + 0.5;
return o;
}

fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.worldNormal);
// apply fog
return col;
}
ENDCG
}
}
}

Thanks!

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I want to use a matrix for my instance position and stuff instead of just a vector, but I don't see a semantic for anything more than float4. I'm using a second vertex buffer for my instance data.

Looking here, I see nothing for a matrix / float4x4.
http://msdn.microsoft.com/en-us/library/windows/desktop/bb509647

This, however, makes it look like I can do it, but I have to have 4 seperate parts for the input layout, then I can just simply use it as a float4x4 in the shader? Is that right?
http://www.gamedev.net/topic/608857-dx11-how-to-transfer-matrix-to-vs/

But what is WORLDVIEW? Why isn't it on the MSDN list?

Also, should I be striving to pad my structures out to a specific size?

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It should help if you can paste the code you have so far.

Btw, WORLDVIEW, in simplicity, is the frame of reference of the object you're trying to render. I am surprised why you rely on MSDN so much, there is Google too. ;-)

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Which is one of the problems, why doesn't MSDN have the complete list of these things? It doesn't even mention that WORLDVIEW exists. :/

Ok, before I just used a single vector for my instance position, but I want to be able to rotate, scale, etc, so I figured I'd just make use a matrix instead.

So before, I just did something like this:
layout[2].SemanticName		= "TEXCOORD";
layout[2].SemanticIndex		= 0;
layout[2].Format		= DXGI_FORMAT_R32G32B32A32_FLOAT;
layout[2].InputSlot		= 1;
layout[2].AlignedByteOffset	= 0;
layout[2].InputSlotClass	= D3D11_INPUT_PER_INSTANCE_DATA;
layout[2].InstanceDataStepRate	= 1;

...

VOut vs(float4 pos : POSITION, float4 col : COLOR, float4 ins : TEXCOORD0)
{
VOut output;

pos.x += ins.x;
pos.y += ins.y;
...

Ok, bam, works.

But I'm not sure what I'm doing wrong here trying to access my matrix. I changed my input layout to this:
layout[2].SemanticName		= "TEXCOORD";
layout[2].SemanticIndex		= 0;
layout[2].Format		= DXGI_FORMAT_R32G32B32A32_FLOAT;
layout[2].InputSlot		= 1;
layout[2].AlignedByteOffset	= 0;
layout[2].InputSlotClass	= D3D11_INPUT_PER_INSTANCE_DATA;
layout[2].InstanceDataStepRate	= 1;

layout[3].SemanticName		= "TEXCOORD";
layout[3].SemanticIndex		= 1;
layout[3].Format		= DXGI_FORMAT_R32G32B32A32_FLOAT;
layout[3].InputSlot		= 1;
layout[3].AlignedByteOffset	= D3D11_APPEND_ALIGNED_ELEMENT;
layout[3].InputSlotClass	= D3D11_INPUT_PER_INSTANCE_DATA;
layout[3].InstanceDataStepRate	= 1;

layout[4].SemanticName		= "TEXCOORD";
layout[4].SemanticIndex		= 2;
layout[4].Format		= DXGI_FORMAT_R32G32B32A32_FLOAT;
layout[4].InputSlot		= 1;
layout[4].AlignedByteOffset	= D3D11_APPEND_ALIGNED_ELEMENT;
layout[4].InputSlotClass	= D3D11_INPUT_PER_INSTANCE_DATA;
layout[4].InstanceDataStepRate	= 1;

layout[5].SemanticName		= "TEXCOORD";
layout[5].SemanticIndex		= 3;
layout[5].Format		= DXGI_FORMAT_R32G32B32A32_FLOAT;
layout[5].InputSlot		= 1;
layout[5].AlignedByteOffset	= D3D11_APPEND_ALIGNED_ELEMENT;
layout[5].InputSlotClass	= D3D11_INPUT_PER_INSTANCE_DATA;
layout[5].InstanceDataStepRate	= 1;

...

The post I linked makes it look like I can just do something like this:
VOut vs(float4 pos : POSITION, float4 col : COLOR, float4x4 ins : TEXCOORD)
{
VOut output;

pos = mul(pos, ins);
...


The shader seems to compile fine, but the runtime immediately complains that:
D3D11: ERROR: ID3D11Device::CreateInputLayout: The provided input signature expects to read an element with SemanticName/Index: 'TEXCOORD'/1, but the declaration doesn't provide a matching name. [ STATE_CREATION ERROR #163: CREATEINPUTLAYOUT_MISSINGELEMENT ]

On creation of the input layout. Edited by clashie

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Actually I'm retarded and solved that. I done goofed somewhere and I wasn't giving CreateInputLayout() the right number. I have pretty triangles spread about again.

Still curious as to why the MSDN list of semantics is apparently incomplete, and if I should be trying to pad stuff out to a certain size.

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Structure padding is always better, but if you don't want it then use the pragma directive to overcome memory alignment for each object..

From my experience with MSDN, it generally addresses only whatever is introduced as part of Microsoft's code.

Worldview is more of a graphics concept and they seem to assume that it is already known to programmers, by default.

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Seems kind of weird that they just leave things off their list, but whatever, I guess it doesn't really matter.

Now that things are working, I made it into a starfield. Pretty neat how I can just draw the whole thing in one call, and they can all be uniquely scaled, rotated, etc.
https://dl.dropbox.com/u/10565193/d/starfield.png

edit: Also solving things shortly after I post seems to be a trend of mine. I'm apparently incapable of working things out before I get annoyed and go to ask for help. Edited by clashie

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Nice, a "the first triangle"-starfield. Congrats.

Still curious as to why the MSDN list of semantics is apparently incomplete, and if I should be trying to pad stuff out to a certain size.

A complete list would be quite big,... since you can name them anyway you want (except for the system value semantics) as long as they match.

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just to be clear, MSDN does not specify WORLDVIEW because you can use any semantic name you want. WORLDVIEW is not a system value. you could have named it WV, or WORLDVIEWMATRIX if you wanted, as long as you have matching names in both the input layout and shader parameters

you could even use POS instead of POSITION, or TEXTURECOORDINATE instead of the common TEXCOORD if you wanted. system values (SV_) are values the non-programmable stages of the graphics pipeline such as the rasterizer stage can supply or take in. These are all documented on MSDN as you've seen.

I don't know why microsoft doesn't mention that you can change the semantic name as long as its not a system value, but i'm guessing its to keep things standard

Edited by iedoc