• Advertisement
Sign in to follow this  

DX11 Strategies for implementing GUIMark2 Bitmap with DX11

This topic is 1818 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Topic sums it up really...

 

What is the best/quickest way to push independently transformed bitmaps to the screen?

 

Particularly from the perspective of, doing it in DX9, and then changing subsystems to leverage DX11 features.

 

For Example, perhaps using the compute stage to calculate transforms on the individual bitmaps.

 

Or perhaps binding a texture array to prevent state switching. (that may be a previous OGL limitation)

 

Thanks,

Joe

 

For those of you who don't know what this benchmark is....

http://www.craftymind.com/factory/guimark2/FlashGamingTest.html

Share this post


Link to post
Share on other sites
Advertisement

The best way to do is to do all the transformation in software and store the vertices in a huge buffer that is already transformed. Then send the whole batch to the screen to draw the whole thing at once.

Share this post


Link to post
Share on other sites

The best way to do is to do all the transformation in software and store the vertices in a huge buffer that is already transformed. Then send the whole batch to the screen to draw the whole thing at once.

Okay so is this largely unchanged in dx11?

 

by calcing transforms in software that means you have to push a full transform for each bitmap. Seems to me like you could instead pass translates and calc transforms on the GPU.

 

and compute shaders wouldnt be useful? or passing in points and reconstructing the quad for the bitmap in a geometry shader?????

 

come on guys i know some of you out there can think up tweaks!

 

-J

Share this post


Link to post
Share on other sites

Okay so is this largely unchanged in dx11?
 
by calcing transforms in software that means you have to push a full transform for each bitmap. Seems to me like you could instead pass translates and calc transforms on the GPU.
 
and compute shaders wouldnt be useful? or passing in points and reconstructing the quad for the bitmap in a geometry shader?????
 
come on guys i know some of you out there can think up tweaks!

 

The only way you could batch that way is to pass an array of matrices to your vertex shader along with some id for each image that tells you which index of the array you want to use for each image. You either do it on the CPU side or waste Shader Registers. Pick your poison

Edited by BornToCode

Share this post


Link to post
Share on other sites

You can absolutely do almost everything on the GPU if DX11 is your target spec. Take a look at the code for SpriteBatch for some ideas.

 

Also you don't have to pass an entire matrix per sprite if you don't need that much information, nor do you have to pass an ID (vertex shaders have access to SV_InstanceID which is automatically generated by the GPU). You also don't  waste "Shader Registers", that's an outdated notion from DX9. In DX11 you have the option of using constant buffers, vertex buffers, or even structured buffers for storing per-instance data.

Share this post


Link to post
Share on other sites

Awesome!

 

You can absolutely do almost everything on the GPU if DX11 is your target spec. Take a look at the code for SpriteBatch for some ideas.

 

Also you don't have to pass an entire matrix per sprite if you don't need that much information, nor do you have to pass an ID (vertex shaders have access to SV_InstanceID which is automatically generated by the GPU). You also don't  waste "Shader Registers", that's an outdated notion from DX9. In DX11 you have the option of using constant buffers, vertex buffers, or even structured buffers for storing per-instance data.

 

This is exactly the kind of stuff i was looking for!!!

Share this post


Link to post
Share on other sites

I'm a bit surprised that i do not see use of the other shader stages.

 

Things like http://zeeky-h-bomb.blogspot.com/2010/03/instancing-and-geometry-shader.html

 

what he is doing (midway through the article). I guess this prohibits you from doing other things on the CPU kind of like an ALL or Nothing kind of thing.

 

For Example generating mirrored tex coords would then have to be done in a shader... but i guess it isnt that big of a deal.

Edited by AverageJoeSSU

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • By mister345
      Hi, can somebody please tell me in clear simple steps how to debug and step through an hlsl shader file?
      I already did Debug > Start Graphics Debugging > then captured some frames from Visual Studio and
      double clicked on the frame to open it, but no idea where to go from there.
       
      I've been searching for hours and there's no information on this, not even on the Microsoft Website!
      They say "open the  Graphics Pixel History window" but there is no such window!
      Then they say, in the "Pipeline Stages choose Start Debugging"  but the Start Debugging option is nowhere to be found in the whole interface.
      Also, how do I even open the hlsl file that I want to set a break point in from inside the Graphics Debugger?
       
      All I want to do is set a break point in a specific hlsl file, step thru it, and see the data, but this is so unbelievably complicated
      and Microsoft's instructions are horrible! Somebody please, please help.
       
       
       

    • By mister345
      I finally ported Rastertek's tutorial # 42 on soft shadows and blur shading. This tutorial has a ton of really useful effects and there's no working version anywhere online.
      Unfortunately it just draws a black screen. Not sure what's causing it. I'm guessing the camera or ortho matrix transforms are wrong, light directions, or maybe texture resources not being properly initialized.  I didnt change any of the variables though, only upgraded all types and functions DirectX3DVector3 to XMFLOAT3, and used DirectXTK for texture loading. If anyone is willing to take a look at what might be causing the black screen, maybe something pops out to you, let me know, thanks.
      https://github.com/mister51213/DX11Port_SoftShadows
       
      Also, for reference, here's tutorial #40 which has normal shadows but no blur, which I also ported, and it works perfectly.
      https://github.com/mister51213/DX11Port_ShadowMapping
       
    • By xhcao
      Is Direct3D 11 an api function like glMemoryBarrier in OpenGL? For example, if binds a texture to compute shader, compute shader writes some values to texture, then dispatchCompute, after that, read texture content to CPU side. I know, In OpenGL, we could call glMemoryBarrier before reading to assure that texture all content has been updated by compute shader.
      How to handle incoherent memory access in Direct3D 11? Thank you.
    • By _Engine_
      Atum engine is a newcomer in a row of game engines. Most game engines focus on render
      techniques in features list. The main task of Atum is to deliver the best toolset; that’s why,
      as I hope, Atum will be a good light weighted alternative to Unity for indie games. Atum already
      has fully workable editor that has an ability to play test edited scene. All system code has
      simple ideas behind them and focuses on easy to use functionality. That’s why code is minimized
      as much as possible.
      Currently the engine consists from:
      - Scene Editor with ability to play test edited scene;
      - Powerful system for binding properties into the editor;
      - Render system based on DX11 but created as multi API; so, adding support of another GAPI
        is planned;
      - Controls system based on aliases;
      - Font system based on stb_truetype.h;
      - Support of PhysX 3.0, there are samples in repo that use physics;
      - Network code which allows to create server/clinet; there is some code in repo which allows
        to create a simple network game
      I plan to use this engine in multiplayer game - so, I definitely will evolve the engine. Also
      I plan to add support for mobile devices. And of course, the main focus is to create a toolset
      that will ease games creation.
      Link to repo on source code is - https://github.com/ENgineE777/Atum
      Video of work process in track based editor can be at follow link: 
       
       

    • By mister345
      I made a spotlight that
      1. Projects 3d models onto a render target from each light POV to simulate shadows
      2. Cuts a circle out of the square of light that has been projected onto the render target
      as a result of the light frustum, then only lights up the pixels inside that circle 
      (except the shadowed parts of course), so you dont see the square edges of the projected frustum.
       
      After doing an if check to see if the dot product of light direction and light to vertex vector is greater than .95
      to get my initial cutoff, I then multiply the light intensity value inside the resulting circle by the same dot product value,
      which should range between .95 and 1.0.
       
      This should give the light inside that circle a falloff from 100% lit to 0% lit toward the edge of the circle. However,
      there is no falloff. It's just all equally lit inside the circle. Why on earth, I have no idea. If someone could take a gander
      and let me know, please help, thank you so much.
      float CalculateSpotLightIntensity(     float3 LightPos_VertexSpace,      float3 LightDirection_WS,      float3 SurfaceNormal_WS) {     //float3 lightToVertex = normalize(SurfacePosition - LightPos_VertexSpace);     float3 lightToVertex_WS = -LightPos_VertexSpace;          float dotProduct = saturate(dot(normalize(lightToVertex_WS), normalize(LightDirection_WS)));     // METALLIC EFFECT (deactivate for now)     float metalEffect = saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace)));     if(dotProduct > .95 /*&& metalEffect > .55*/)     {         return saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace)));         //return saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace))) * dotProduct;         //return dotProduct;     }     else     {         return 0;     } } float4 LightPixelShader(PixelInputType input) : SV_TARGET {     float2 projectTexCoord;     float depthValue;     float lightDepthValue;     float4 textureColor;     // Set the bias value for fixing the floating point precision issues.     float bias = 0.001f;     // Set the default output color to the ambient light value for all pixels.     float4 lightColor = cb_ambientColor;     /////////////////// NORMAL MAPPING //////////////////     float4 bumpMap = shaderTextures[4].Sample(SampleType, input.tex);     // Expand the range of the normal value from (0, +1) to (-1, +1).     bumpMap = (bumpMap * 2.0f) - 1.0f;     // Change the COORDINATE BASIS of the normal into the space represented by basis vectors tangent, binormal, and normal!     float3 bumpNormal = normalize((bumpMap.x * input.tangent) + (bumpMap.y * input.binormal) + (bumpMap.z * input.normal));     //////////////// LIGHT LOOP ////////////////     for(int i = 0; i < NUM_LIGHTS; ++i)     {     // Calculate the projected texture coordinates.     projectTexCoord.x =  input.vertex_ProjLightSpace[i].x / input.vertex_ProjLightSpace[i].w / 2.0f + 0.5f;     projectTexCoord.y = -input.vertex_ProjLightSpace[i].y / input.vertex_ProjLightSpace[i].w / 2.0f + 0.5f;     if((saturate(projectTexCoord.x) == projectTexCoord.x) && (saturate(projectTexCoord.y) == projectTexCoord.y))     {         // Sample the shadow map depth value from the depth texture using the sampler at the projected texture coordinate location.         depthValue = shaderTextures[6 + i].Sample(SampleTypeClamp, projectTexCoord).r;         // Calculate the depth of the light.         lightDepthValue = input.vertex_ProjLightSpace[i].z / input.vertex_ProjLightSpace[i].w;         // Subtract the bias from the lightDepthValue.         lightDepthValue = lightDepthValue - bias;         float lightVisibility = shaderTextures[6 + i].SampleCmp(SampleTypeComp, projectTexCoord, lightDepthValue );         // Compare the depth of the shadow map value and the depth of the light to determine whether to shadow or to light this pixel.         // If the light is in front of the object then light the pixel, if not then shadow this pixel since an object (occluder) is casting a shadow on it.             if(lightDepthValue < depthValue)             {                 // Calculate the amount of light on this pixel.                 float lightIntensity = saturate(dot(bumpNormal, normalize(input.lightPos_LS[i])));                 if(lightIntensity > 0.0f)                 {                     // Determine the final diffuse color based on the diffuse color and the amount of light intensity.                     float spotLightIntensity = CalculateSpotLightIntensity(                         input.lightPos_LS[i], // NOTE - this is NOT NORMALIZED!!!                         cb_lights[i].lightDirection,                          bumpNormal/*input.normal*/);                     lightColor += cb_lights[i].diffuseColor*spotLightIntensity* .18f; // spotlight                     //lightColor += cb_lights[i].diffuseColor*lightIntensity* .2f; // square light                 }             }         }     }     // Saturate the final light color.     lightColor = saturate(lightColor);    // lightColor = saturate( CalculateNormalMapIntensity(input, lightColor, cb_lights[0].lightDirection));     // TEXTURE ANIMATION -  Sample pixel color from texture at this texture coordinate location.     input.tex.x += textureTranslation;     // BLENDING     float4 color1 = shaderTextures[0].Sample(SampleTypeWrap, input.tex);     float4 color2 = shaderTextures[1].Sample(SampleTypeWrap, input.tex);     float4 alphaValue = shaderTextures[3].Sample(SampleTypeWrap, input.tex);     textureColor = saturate((alphaValue * color1) + ((1.0f - alphaValue) * color2));     // Combine the light and texture color.     float4 finalColor = lightColor * textureColor;     /////// TRANSPARENCY /////////     //finalColor.a = 0.2f;     return finalColor; }  
      Light_vs.hlsl
      Light_ps.hlsl
  • Advertisement