Sign in to follow this  

DX11 Depth Buffer rendering nothing

This topic is 1519 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

Hello, I'm completely new to Directx 11 and I'm trying to implement a depth buffer in my program. Currently this is the result I'm getting when trying to render:


I've followed 2 different tutorials for depth buffer and it results in the same thing, so I'm starting to think the issue is related to something elsewhere in the code. Problem is, I don't have enough experience to know where to look or where to begin, so attached is my complete main.cpp file and shaders.hlsl.



#include <windows.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <dxerr.h>

#include <xnamath.h>

#include <windows.h>
#include <string>
#include <iostream>
#include <cstring>
using namespace std;;

//	Global Variables
HWND		g_hWnd = NULL;

ID3D11Buffer*			g_pVertexBuffer;                
ID3D11VertexShader*		g_pVertexShader;         
ID3D11PixelShader*		g_pPixelShader;          
ID3D11InputLayout*		g_pInputLayout; 

ID3D11DepthStencilView* depthStencilView;
ID3D11Texture2D* depthStencilBuffer;

// Define vertex structure

// Define vertices of a triangle - screen coordinates -1.0 to +1.0
    POS_COL_VERTEX vertices[] =
         {XMFLOAT3(0.0f, 0.5f, 0.0f), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f)},
		 {XMFLOAT3(0.5f, -0.5f, -0.5f), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f)},
         {XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f)},

		 {XMFLOAT3(0.0f, 0.5f, 0.0f), XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f)},
         {XMFLOAT3(0.5f, -0.5f, 0.5f), XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f)},
         {XMFLOAT3(0.5f, -0.5f, -0.5f), XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f)},

		 {XMFLOAT3(0.0f, 0.5f, 0.0f), XMFLOAT4(0.0f, 0.0f, 1.0f, 1.0f)},
         {XMFLOAT3(-0.5f, -0.5f, 0.5f), XMFLOAT4(0.0f, 0.0f, 1.0f, 1.0f)},
		 {XMFLOAT3(0.5f, -0.5f, 0.5f), XMFLOAT4(0.0f, 0.0f, 1.0f, 1.0f)},

		 {XMFLOAT3(0.0f, 0.5f, 0.0f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
		 {XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
		 {XMFLOAT3(-0.5f, -0.5f, 0.5f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},

		 {XMFLOAT3(0.5f, -0.5f, -0.5f), XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f)},
         {XMFLOAT3(0.5f, -0.5f, 0.5f), XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f)},
		 {XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f)},

		 {XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f)},
         {XMFLOAT3(0.5f, -0.5f, 0.5f), XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f)},
		 {XMFLOAT3(-0.5f, -0.5f, 0.5f), XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f)}

// Rename for each tutorial
char		g_TutorialName[100] = "SWD304 - Tutorial 06 Exercise 01\0";

D3D_DRIVER_TYPE         g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL       g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device*           g_pD3DDevice = NULL;
ID3D11DeviceContext*    g_pImmediateContext = NULL;
IDXGISwapChain*         g_pSwapChain = NULL;

ID3D11RenderTargetView* g_pBackBufferRTView = NULL;

float g_clear_colour[4] = {0.8f, 0.8f, 0.8f, 1.0f};

int screen_res[] = {640, 480};

ID3D11Buffer*			g_pConstantBuffer0; 

float redUpdate = 0.0f;
float scaleUpdate = 1.0f;
float xMod = 0.0f;
float yMod = 0.0f;

// Const buffer structs. Pack to 16 bytes. Don't let any single element cross a 16 byte boundary
	float RedAmount;  	// 4 bytes
	float ScaleAmount; // 4 bytes
	float xModAmount; // 4 bytes
	float yModAmount; // 4 bytes
	XMMATRIX WorldViewProjection; // 64 bytes
	// Total 80

int buffer0_size = 80;

// World vars
float world_z = 2.00f;
float world_x = 0.00f;
float world_y = 0.00f;

float world_fieldOfView = 45.00f;
float world_z_min = 0.00f;
float world_z_max = 100.00f;

float x_degrees = 00.00f;
float y_degrees = 00.00f;
float z_degrees = 00.00f;

//	Forward declarations
HRESULT InitialiseWindow(HINSTANCE hInstance, int nCmdShow);

HRESULT InitialiseD3D();
void ShutdownD3D();
void RenderFrame(void);
static void Draw();

HRESULT InitialiseGraphics(void);

// Entry point to the program. Initializes everything and goes into a message processing 
// loop. Idle time is used to render the scene.
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)

	if(FAILED(InitialiseWindow(hInstance, nCmdShow)))
		DXTRACE_MSG("Failed to create Window");
		return 0;

 		DXTRACE_MSG("Failed to create Device");
		return 0;

		DXTRACE_MSG( "Failed to initialise graphics" );
		return 0;

	// Main message loop
	MSG msg = {0};

	while(msg.message != WM_QUIT)
		if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))


	return (int) msg.wParam;

// Register class and create window
HRESULT InitialiseWindow(HINSTANCE hInstance, int nCmdShow)
	// Give your app window your own name
	char Name[100] = "Kristian Thomson\0";

	// Register class
	WNDCLASSEX wcex={0};
	wcex.cbSize = sizeof(WNDCLASSEX); = CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc = WndProc;
	wcex.hInstance = hInstance;
	wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
//   wcex.hbrBackground = (HBRUSH )( COLOR_WINDOW + 1); // Needed for non-D3D apps
	wcex.lpszClassName = Name;

	if(!RegisterClassEx(&wcex)) return E_FAIL;

	// Create window
	g_hInst = hInstance;
	RECT rc = {0, 0, screen_res[0], screen_res[1]}; 
	g_hWnd = CreateWindow(	Name, g_TutorialName, WS_OVERLAPPEDWINDOW,
				CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, 
				rc.bottom -, NULL, NULL, hInstance, NULL);
		return E_FAIL;

	ShowWindow(g_hWnd, nCmdShow);

	return S_OK;

// Called every time the application receives a message
	HDC hdc;

	int mouse_x = LOWORD(lParam);
	int mouse_y = HIWORD(lParam);

	float pointX = ((2.0f * (float)mouse_x) / (float) screen_res[0]) - 1.0f;
	float pointY = (((2.0f * (float)mouse_y) / (float) screen_res[1]) - 1.0f) * -1.0f;

		case WM_PAINT:
			hdc = BeginPaint(hWnd, &ps);
			EndPaint(hWnd, &ps);

		case WM_DESTROY:

			vertices[0].Pos.z -= 0.05f;
			vertices[1].Pos.z -= 0.05f;
			vertices[2].Pos.z -= 0.05f;

			//redUpdate += 0.05f;
			//scaleUpdate += 0.05f;

			vertices[0].Pos.z += 0.05f;
			vertices[1].Pos.z += 0.05f;
			vertices[2].Pos.z += 0.05f;

			//redUpdate -= 0.05f;
			//scaleUpdate -= 0.05f;
			//g_clear_colour[0] = pointX;
			//g_clear_colour[1] = pointY;
			//g_clear_colour[2] = (mouse_x/mouse_y)/2;

			//vertices[0].Pos.x = pointX;
			//vertices[0].Pos.y = pointY;

			//vertices[3].Pos.x = pointX;
			//vertices[3].Pos.y = pointY;

			/*if (pointX > 0.0f && pointY > 0.0f) {
				vertices[1].Pos.x = pointX + -0.5f;
				vertices[1].Pos.y = pointY + -0.5f;
			else {
				vertices[1].Pos.x = pointX + 0.5f;
				vertices[1].Pos.y = pointY + 0.5f;

			//float xxx = vertices[3].Pos.x;

		case WM_KEYDOWN: 
			if(wParam == VK_ESCAPE) {
				return 0;
			if(wParam == VK_DOWN) {
				yMod -= 0.05f;
				world_z += 0.05f;
			if(wParam == VK_UP) {
				yMod += 0.05f;
				world_z -= 0.05f;
			if(wParam == VK_LEFT) {
				xMod -= 0.05f;
				world_x += 0.05f;
			if(wParam == VK_RIGHT) {
				xMod += 0.05f;
				world_x -= 0.05f;

			if(wParam == 0x54) {
				xMod += 0.05f;
				x_degrees -= 1.50f;

			if(wParam == 0x59) {
				xMod += 0.05f;
				x_degrees += 1.50f;
			if(wParam == 0x47) {
				xMod += 0.05f;
				y_degrees -= 1.50f;

			if(wParam == 0x48) {
				xMod += 0.05f;
				y_degrees += 1.50f;
			if(wParam == 0x42) {
				xMod += 0.05f;
				z_degrees -= 1.50f;

			if(wParam == 0x4E) {
				xMod += 0.05f;
				z_degrees += 1.50f;
		case WM_SIZE:
        if (g_pSwapChain)
            g_pImmediateContext->OMSetRenderTargets(0, 0, 0);

            // Release all outstanding references to the swap chain's buffers.

            HRESULT hr;
            // Preserve the existing buffer count and format.
            // Automatically choose the width and height to match the client rect for HWNDs.
            hr = g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
            // Perform error handling here!

            // Get buffer and create a render-target-view.
            ID3D11Texture2D* pBuffer;
            hr = g_pSwapChain->GetBuffer(0, __uuidof( ID3D11Texture2D),
                                         (void**) &pBuffer );
            // Perform error handling here!

            hr = g_pD3DDevice->CreateRenderTargetView(pBuffer, NULL,
            // Perform error handling here!

            g_pImmediateContext->OMSetRenderTargets(1, &g_pBackBufferRTView, NULL );

            // Set up the viewport.
			//RECT rc;
			//UINT width = rc.right - rc.left;
			//UINT height = rc.bottom -;

            D3D11_VIEWPORT vp;
            vp.Width = mouse_x;
            vp.Height = mouse_y;
            vp.MinDepth = 0.0f;
            vp.MaxDepth = 1.0f;
            vp.TopLeftX = 0;
            vp.TopLeftY = 0;
            g_pImmediateContext->RSSetViewports( 1, &vp );

			return DefWindowProc(hWnd, message, wParam, lParam);

	return 0;

// Create D3D device and swap chain
HRESULT InitialiseD3D()

	RECT rc;
	GetClientRect(g_hWnd, &rc);
	UINT width = rc.right - rc.left;
	UINT height = rc.bottom -;

	UINT createDeviceFlags = 0;

#ifdef _DEBUG
	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;

	D3D_DRIVER_TYPE driverTypes[] =
		D3D_DRIVER_TYPE_HARDWARE, // comment out this line if you need to test D3D 11.0 functionality on hardware that doesn't support it
		D3D_DRIVER_TYPE_WARP, // comment this out also to use reference device
	UINT numDriverTypes = ARRAYSIZE(driverTypes);

	D3D_FEATURE_LEVEL featureLevels[] =
	UINT numFeatureLevels = ARRAYSIZE(featureLevels);

	ZeroMemory(&sd, sizeof(sd));
	sd.BufferCount = 1;
	sd.BufferDesc.Width = width;
	sd.BufferDesc.Height = height;
	sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	sd.BufferDesc.RefreshRate.Numerator = 60;
	sd.BufferDesc.RefreshRate.Denominator = 1;
	sd.OutputWindow = g_hWnd;
	sd.SampleDesc.Count = 1;
	sd.SampleDesc.Quality = 0;
	sd.Windowed = true;

	for(UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
		g_driverType = driverTypes[driverTypeIndex];
		hr = D3D11CreateDeviceAndSwapChain(NULL, g_driverType, NULL, 
			createDeviceFlags, featureLevels, numFeatureLevels, 
			D3D11_SDK_VERSION, &sd, &g_pSwapChain, 
			&g_pD3DDevice, &g_featureLevel, &g_pImmediateContext);

		return hr;

	// Get pointer to back buffer texture
	ID3D11Texture2D *pBackBufferTexture;
	hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),

	if(FAILED(hr)) return hr;
	// Use the back buffer texture pointer to create the render target view
	hr = g_pD3DDevice->CreateRenderTargetView(pBackBufferTexture, NULL,

	if(FAILED(hr)) return hr;

	//Describe our Depth/Stencil Buffer
	D3D11_TEXTURE2D_DESC depthStencilDesc;

	depthStencilDesc.Width     = width;
	depthStencilDesc.Height    = height;
	depthStencilDesc.MipLevels = 1;
	depthStencilDesc.ArraySize = 1;
	depthStencilDesc.Format    = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthStencilDesc.SampleDesc.Count   = 1;
	depthStencilDesc.SampleDesc.Quality = 0;
	depthStencilDesc.Usage          = D3D11_USAGE_DEFAULT;
	depthStencilDesc.BindFlags      = D3D11_BIND_DEPTH_STENCIL;
	depthStencilDesc.CPUAccessFlags = 0; 
	depthStencilDesc.MiscFlags      = 0;

	g_pD3DDevice->CreateTexture2D(&depthStencilDesc, NULL, &depthStencilBuffer);
	g_pD3DDevice->CreateDepthStencilView(depthStencilBuffer, NULL, &depthStencilView);

	// Set the render target view
	g_pImmediateContext->OMSetRenderTargets(1, &g_pBackBufferRTView, depthStencilView);

	// Set the viewport
	D3D11_VIEWPORT viewport;

	viewport.TopLeftX = 0;
	viewport.TopLeftY = 0;
	viewport.Width = width;
	viewport.Height = height;
	viewport.MinDepth = 0.0f;
	viewport.MaxDepth = 1.0f;

	g_pImmediateContext->RSSetViewports(1, &viewport);

	return S_OK;

// Clean up D3D objects
void ShutdownD3D()
	if(g_pVertexBuffer) g_pVertexBuffer->Release();
	if(g_pInputLayout) g_pInputLayout->Release();
	if(g_pVertexShader) g_pVertexShader->Release();
	if(g_pPixelShader) g_pPixelShader->Release();
	if(g_pSwapChain) g_pSwapChain->Release();
	if(g_pImmediateContext) g_pImmediateContext->Release();
	if(g_pD3DDevice) g_pD3DDevice->Release();

	if(g_pBackBufferRTView) g_pBackBufferRTView->Release();

	if(g_pConstantBuffer0) g_pConstantBuffer0->Release();

	if(depthStencilView) depthStencilView->Release();
	if(depthStencilBuffer) depthStencilBuffer->Release();

// Render frame
void RenderFrame(void)
	g_pImmediateContext->ClearRenderTargetView(g_pBackBufferRTView, g_clear_colour);

	g_pImmediateContext->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);

	CONSTANT_BUFFER0 cb0_values;

	// Update world view projection
	XMMATRIX projection, world, view;
	XMMATRIX world2;

	world = XMMatrixRotationX(XMConvertToRadians(45));
	world *= XMMatrixRotationY(XMConvertToRadians(45));
	world *= XMMatrixRotationZ(XMConvertToRadians(45));
	world *= XMMatrixTranslation(0, 0 , 5);

	projection = XMMatrixPerspectiveFovLH(XMConvertToRadians(world_fieldOfView), (float)screen_res[0]/(float)screen_res[1], world_z_min, world_z_max);
	view = XMMatrixIdentity();
	view *= XMMatrixTranslation(world_x, world_y , 0);
	cb0_values.WorldViewProjection = world * view * projection;

	// Set vertex buffer 
	UINT stride = sizeof(POS_COL_VERTEX);
	UINT offset = 0;
	g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);

	// Select which primtive type to use

	// Draw the vertex buffer to the back buffer
	g_pImmediateContext->Draw(sizeof(vertices), 0);

	// upload the new values for the constant buffer
	g_pImmediateContext->UpdateSubresource(g_pConstantBuffer0, 0, 0, &cb0_values, 0, 0);

	world2 = XMMatrixRotationX(XMConvertToRadians(x_degrees));
	world2 *= XMMatrixRotationY(XMConvertToRadians(y_degrees));
	world2 *= XMMatrixRotationZ(XMConvertToRadians(z_degrees));
	world2 *= XMMatrixTranslation(0, 0.3f, world_z);

	cb0_values.WorldViewProjection = world2 * view * projection;

	g_pImmediateContext->UpdateSubresource(g_pConstantBuffer0, 0, 0, &cb0_values, 0, 0);

	// Draw the vertex buffer to the back buffer
	g_pImmediateContext->Draw(sizeof(vertices), 0);

	// Display what has just been rendered
	g_pSwapChain->Present(0, 0);


static void Draw() {
	g_pImmediateContext->Map(g_pVertexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms);	// Lock the buffer to allow writing
	memcpy(ms.pData, vertices, sizeof(vertices)); // Copy the data
	g_pImmediateContext->Unmap(g_pVertexBuffer, NULL);	// Unlock the buffer

HRESULT InitialiseGraphics()
    HRESULT hr = S_OK;

    // Set up and create vertex buffer
    D3D11_BUFFER_DESC bufferDesc;
    ZeroMemory(&bufferDesc, sizeof(bufferDesc));
    bufferDesc.Usage = D3D11_USAGE_DYNAMIC;		// Used by CPU and GPU
    bufferDesc.ByteWidth = sizeof(POS_COL_VERTEX) * sizeof(vertices);	// Total size of buffer, 3 vertices
    bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;	// Use as a vertex buffer
    bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;// Allow CPU access
    hr = g_pD3DDevice->CreateBuffer(&bufferDesc, NULL, &g_pVertexBuffer);//Create the buffer

    if(FAILED(hr)) // return error code on failure
         return hr;

	// Create constant buffer
	D3D11_BUFFER_DESC constant_buffer_desc;
	ZeroMemory(&constant_buffer_desc, sizeof(constant_buffer_desc));

	constant_buffer_desc.Usage = D3D11_USAGE_DEFAULT;	// Can use UpdateSubresource() to update
	constant_buffer_desc.ByteWidth = buffer0_size;	// MUST be a multiple of 16, calculate from CB struct
	constant_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;// Use as a constant buffer

	hr = g_pD3DDevice->CreateBuffer(&constant_buffer_desc, NULL, &g_pConstantBuffer0);

	if(FAILED(hr)) return hr;

    // Copy the vertices into the buffer

    // Load and compile pixel and vertex shaders - use vs_5_0 to target DX11 hardware only
    ID3DBlob *VS, *PS, *error;
    hr = D3DX11CompileFromFile("shaders.hlsl", 0, 0, "VShader", "vs_4_0", 0, 0, 0, &VS, &error, 0);

    if(error != 0) // check for shader compilation error
        if(FAILED(hr)) // don't fail if error is just a warning
            return hr;

    hr = D3DX11CompileFromFile("shaders.hlsl", 0, 0, "PShader", "ps_4_0", 0, 0, 0, &PS, &error, 0);

    if(error != 0)// check for shader compilation error
        if(FAILED(hr))// don't fail if error is just a warning
            return hr;

    // Create shader objects
    hr = g_pD3DDevice->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &g_pVertexShader);

        return hr;
    hr = g_pD3DDevice->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &g_pPixelShader);

        return hr;

    // Set the shader objects as active
    g_pImmediateContext->VSSetShader(g_pVertexShader, 0, 0);
    g_pImmediateContext->PSSetShader(g_pPixelShader, 0, 0);
	g_pImmediateContext->VSSetConstantBuffers(0, 1, &g_pConstantBuffer0);

    // Create and set the input layout object
    D3D11_INPUT_ELEMENT_DESC iedesc[] =

    hr = g_pD3DDevice->CreateInputLayout(iedesc, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &g_pInputLayout);

        return hr;


    return S_OK;


cbuffer CBuffer0
	float red_fraction; // 4 bytes
	float scale_fraction; // 4 bytes
	float xmod_fraction; // 4 bytes
	float ymod_fraction; // 4 bytes
	matrix WVPMatrix;	// 64 bytes

struct VOut
     float4 position : SV_POSITION;
     float4 color : COLOR;

 VOut VShader(float4 position : POSITION, float4 color : COLOR)
     VOut output;

	 //color.r *= red_fraction;
	 //position.x *= scale_fraction;
	 //position.y *= scale_fraction;

	 //position.x += xmod_fraction;
	 //position.y += ymod_fraction;

     //output.position = position;
     output.color = color;

	 //output.color.g = output.position.y;
	 //output.color.b = output.position.x;

	 output.position = mul(WVPMatrix, position);

     return output;

 float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
	 //color.g = position.x;
	 //color.r = position.y;
	 return color;

Thank you very much in advance, I've been stuck on this all day and I have no idea what else to do to fix it.

Edited by Linkandzelda

Share this post

Link to post
Share on other sites

1. world_z_min cannot be 0. Use 0.1f or something similar.



g_pImmediateContext->Draw(sizeof(vertices), 0); 

sizeof() returns size in bytes, but Draw() call requires number of vertices, use ARRAYSIZE() macro.

Edited by Zaoshi Kaba

Share this post

Link to post
Share on other sites

1. world_z_min cannot be 0. Use 0.1f or something similar.



g_pImmediateContext->Draw(sizeof(vertices), 0); 

sizeof() returns size in bytes, but Draw() call requires number of vertices, use ARRAYSIZE() macro.


Hey, thanks so much! The min distance was the cause haha, can't believe I missed that one. As for the sizeof, good call, even though it's been working with that method so far.

Share this post

Link to post
Share on other sites

This topic is 1519 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.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
    • Total Posts
  • Similar Content

    • By GreenGodDiary
      Having some issues with a geometry shader in a very basic DX app.
      We have an assignment where we are supposed to render a rotating textured quad, and in the geometry shader duplicate this quad and offset it by its normal. Very basic stuff essentially.
      My issue is that the duplicated quad, when rendered in front of the original quad, seems to fail the Z test and thus the original quad is rendered on top of it.
      Whats even weirder is that this only happens for one of the triangles in the duplicated quad, against one of the original quads triangles.

      Here's a video to show you what happens: Video (ignore the stretched textures)

      Here's my GS: (VS is simple passthrough shader and PS is just as basic)
      struct VS_OUT { float4 Pos : SV_POSITION; float2 UV : TEXCOORD; }; struct VS_IN { float4 Pos : POSITION; float2 UV : TEXCOORD; }; cbuffer cbPerObject : register(b0) { float4x4 WVP; }; [maxvertexcount(6)] void main( triangle VS_IN input[3], inout TriangleStream< VS_OUT > output ) { //Calculate normal float4 faceEdgeA = input[1].Pos - input[0].Pos; float4 faceEdgeB = input[2].Pos - input[0].Pos; float3 faceNormal = normalize(cross(,; //Input triangle, transformed for (uint i = 0; i < 3; i++) { VS_OUT element; VS_IN vert = input[i]; element.Pos = mul(vert.Pos, WVP); element.UV = vert.UV; output.Append(element); } output.RestartStrip(); for (uint j = 0; j < 3; j++) { VS_OUT element; VS_IN vert = input[j]; element.Pos = mul(vert.Pos + float4(faceNormal, 0.0f), WVP);; element.UV = vert.UV; output.Append(element); } }  
      I havent used geometry shaders much so im not 100% on what happens behind the scenes.
      Any tips appreciated! 
    • By mister345
      Hi, I'm building a game engine using DirectX11 in c++.
      I need a basic physics engine to handle collisions and motion, and no time to write my own.
      What is the easiest solution for this? Bullet and PhysX both seem too complicated and would still require writing my own wrapper classes, it seems. 
      I found this thing called PAL - physics abstraction layer that can support bullet, physx, etc, but it's so old and no info on how to download or install it.
      The simpler the better. Please let me know, thanks!
    • By Hexaa
      I try to draw lines with different thicknesses using the geometry shader approach from here:
      It seems to work great on my development machine (some Intel HD). However, if I try it on my target (Nvidia NVS 300, yes it's old) I get different results. See the attached images. There
      seem to be gaps in my sine signal that the NVS 300 device creates, the intel does what I want and expect in the other picture.
      It's a shame, because I just can't figure out why. I expect it to be the same. I get no Error in the debug output, with enabled native debugging. I disabled culling with CullMode.None. Could it be some z-fighting? I have little clue about it but I tested to play around with the RasterizerStateDescription and DepthBias properties with no success, no change at all. Maybe I miss something there?
      I develop the application with SharpDX btw.
      Any clues or help is very welcome

    • By Beny Benz
      I'm currently trying to write a shader which shoud compute a fast fourier transform of some data, manipulating the transformed data, do an inverse FFT an then displaying the result as vertex offset and color. I use Unity3d and HLSL as shader language. One of the main problems is that the data should not be passed from CPU to GPU for every frame if possible. My original plan was to use a vertex shader and do the fft there, but I fail to find out how to store changing data betwen shader calls/passes. I found a technique called ping-ponging which seems to be based on writing and exchangeing render targets, but I couldn't find an example for HLSL as a vertex shader yet.
      I found
      which seem to use COLOR0 and COLOR1 as such render targets.
      Is it even possible to do such calculations on the gpu only? (/in this shader stage?, because I need the result of the calculation to modify the vertex offsets there)
      I also saw the use of compute shaders in simmilar projects (ocean wave simulation), do they realy copy data between CPU / GPU for every frame?
      How does this ping-ponging / rendertarget switching technique work in HLSL?
      Have you seen an example of usage?
      Any answer would be helpfull.
      Thank you
    • By ADDMX
      Just a simple question about compute shaders (CS5, DX11).
      Do the atomic operations (InterlockedAdd in my case) should work without any issues on RWByteAddressBuffer and be globaly coherent ?
      I'v come back from CUDA world and commited fairly simple kernel that does some job, the pseudo-code is as follows:
      (both kernels use that same RWByteAddressBuffer)
      first kernel does some job and sets Result[0] = 0;
      (using Result.Store(0, 0))
      I'v checked with debugger, and indeed the value stored at dword 0 is 0
      now my second kernel
      RWByteAddressBuffer Result;  [numthreads(8, 8, 8)] void main() {     for (int i = 0; i < 5; i++)     {         uint4 v0 = DoSomeCalculations1();         uint4 v1 = DoSomeCalculations2();         uint4 v2 = DoSomeCalculations3();                  if (v0.w == 0 && v1.w == 0 && v2.w)             continue;         //    increment counter by 3, and get it previous value         // this should basically allocate space for 3 uint4 values in buffer         uint prev;         Result.InterlockedAdd(0, 3, prev);                  // this fills the buffer with 3 uint4 values (+1 is here as the first 16 bytes is occupied by DrawInstancedIndirect data)         Result.Store4((prev+0+1)*16, v0);         Result.Store4((prev+1+1)*16, v1);         Result.Store4((prev+2+1)*16, v2);     } } Now I invoke it with Dispatch(4,4,4)
      Now I use DrawInstancedIndirect to draw the buffer, but ocassionaly there is missed triangle here and there for a frame, as if the atomic counter does not work as expected
      do I need any additional synchronization there ?
      I'v tried 'AllMemoryBarrierWithGroupSync' at the end of kernel, but without effect.
      If I do not use atomic counter, and istead just output empty vertices (that will transform into degenerated triangles) the all is OK - as if I'm missing some form of synchronization, but I do not see such a thing in DX11.
      I'v tested on both old and new nvidia hardware (680M and 1080, the behaviour is that same).
  • Popular Now