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    • By isu diss
      I'm following rastertek tutorial 14 (http://rastertek.com/tertut14.html). The problem is, slope based texturing doesn't work in my application. There are plenty of slopes in my terrain. None of them get slope color.
      float4 PSMAIN(DS_OUTPUT Input) : SV_Target { float4 grassColor; float4 slopeColor; float4 rockColor; float slope; float blendAmount; float4 textureColor; grassColor = txTerGrassy.Sample(SSTerrain, Input.TextureCoords); slopeColor = txTerMossRocky.Sample(SSTerrain, Input.TextureCoords); rockColor = txTerRocky.Sample(SSTerrain, Input.TextureCoords); // Calculate the slope of this point. slope = (1.0f - Input.LSNormal.y); if(slope < 0.2) { blendAmount = slope / 0.2f; textureColor = lerp(grassColor, slopeColor, blendAmount); } if((slope < 0.7) && (slope >= 0.2f)) { blendAmount = (slope - 0.2f) * (1.0f / (0.7f - 0.2f)); textureColor = lerp(slopeColor, rockColor, blendAmount); } if(slope >= 0.7) { textureColor = rockColor; } return float4(textureColor.rgb, 1); } Can anyone help me? Thanks.

    • 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:
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      Can someone shed some light on this and ideally provide me an example or article on  how to set this up?
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    • 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:
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      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!
    • By KaiserJohan
      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?
      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 shader:
      [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
      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?
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DX11 Resource Sharing between Directx11 and DirectX9

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I am trying to share resource between directx9 and directx11,having some problems regarding this.

what i am doing is this :-

STEP1: created a shared texture with format D3DFMT_A8R8G8B8 in directx9 and get its shared handle.

STEP2: open the shared texture with directx11 device using the handle.

STEP3: create UAV of texture creating in step3.

but step 3 fails with error

D3D11: ERROR: ID3D11Device::CreateUnorderedAccessView: The format (0x57, B8G8R8A8_UNORM) cannot be used with a Typed Unordered Access View. [ STATE_CREATION ERROR #2097344: CREATEUNORDEREDACCESSVIEW_INVALIDFORMAT ]
D3D11: ERROR: ID3D11Device::CreateUnorderedAccessView: A UnorderedAccessView cannot be created of a Resource that did not specify the D3D11_BIND_UNORDERED_ACCESS BindFlag. [ STATE_CREATION ERROR #2097342: CREATEUNORDEREDACCESSVIEW_INVALIDRESOURCE ]


please help me here that how can i create UAV of a shared texture which is created in directx9.

HRESULT hr = g_pd3dDevice9->CreateTexture( Width , Height , 1 , D3DUSAGE_RENDERTARGET , D3DFMT_A8R8G8B8 ,D3DPOOL_DEFAULT , &g_pTexture , &g_pSharedHandleTex9 );

hr = m_pDevice11->OpenSharedResource( g_pSharedHandleTex9 , __uuidof(ID3D11Texture2D) , (void**)&m_pTetxure); //success
hr = m_pDevice11->CreateUnorderedAccessView( m_pTetxure, NULL, &m_pTetxureUAV); //fails


so,instead of this, I tried to do 

STEP1: create a texture in directx11 format  DXGI_FORMAT_R8G8B8A8_UNORM (with UAV bind flag)

STEP2: created a shared texture with format D3DFMT_A8R8G8B8 in directx9 and get its shared handle.

STEP3: open the shared texture with directx11 device using the handle.

STEP4: CopyResource() from the texture created on step 1 to the shared texture. 


but the step4 failed,with error 

D3D11: ERROR: ID3D11DeviceContext::CopyResource: Cannot invoke CopyResource when the Formats of each Resource are not the same or at least castable to each other, unless one format is compressed (DXGI_FORMAT_R9G9B9E5_SHAREDEXP, or DXGI_FORMAT_BC[1,2,3,4,5]_* ) and the source format is similar to the dest according to: BC[1|4] ~= R16G16B16A16|R32G32, BC[2|3|5] ~= R32G32B32A32, R9G9B9E5_SHAREDEXP ~= R32. [ RESOURCE_MANIPULATION ERROR #284: COPYRESOURCE_INVALIDSOURCE ]



I thought that D3DFMT_A8R8G8B8 and DXGI_FORMAT_R8G8B8A8_UNORM should match , just like DXGI_FORMAT_R32_FLOAT and D3DFMT_R32F matches.please help me here.



HRESULT hr = g_pd3dDevice9->CreateTexture( Width , Height , 1 , D3DUSAGE_RENDERTARGET , D3DFMT_A8R8G8B8 ,D3DPOOL_DEFAULT , &g_pTexture , &g_pSharedHandleTex9 );

desc.Width              = width;
desc.Height             = height;
desc.Format             = DXGI_FORMAT_R8G8B8A8_UNORM;

hr = m_pDevice11->CreateTexture2D(&desc, NULL, &m_pTetxure); //success
hr = m_pDevice->OpenSharedResource( g_pSharedHandleTex9 , __uuidof(ID3D11Texture2D) , (void**)&m_pSTexture);
m_pDeviceContext11->CopyResource( m_pSTexture, m_pTetxure ); //fails


please help me.


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I haven't ever heard of anyone doing something like this before... I would be interested to hear what use case requires both D3D9 and D3D11 support for the same texture!  Since D3D11 is based on DXGI, I would expect the formats to be considered different from the D3D9 ones even if they are bitwise compatible.  One thing you could try is to open up the appropriate header files and see which format's enumeration values can match one another (if any).


If that doesn't work, you could always use the CPU as the sharing point and copy the texture contents directly between the two devices when needed.  I know that isn't the ideal thing, but it would give you a possible workaround if this doesn't work.

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The question is more why are you using DX9 as you can talk to DX9 hardware with the DX11 runtime with feature levels it supports. If you are porting a DX9 renderer to DX11 you are better of reading the documentation on DX11 of moving from DX9 to 11.

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@Jason Z and NightCreature83


actually i have engine in dx9 ,but wanted to process some raw data in gpu and give output to a texture.so i choose compute shader of dx11 and I dont want to change existing source which is written in dx9.


however I figured  out the problem as D3DFMT_A8R8G8B8 will match to DXGI_FORMAT_B8G8R8A8_UNORM.however you cant then create UAV from that format.You have to create texture with DXGI_FORMAT_B8G8R8A8_TYPELESS.then create UAV with castable format like  DXGI_FORMAT_R32_UINT and then do your work on shader.


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