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Hi Guys,
I have been working on some directX tutorials and am having trouble with one step. I am setting up separate functions for each step of my program, and Visual Studio crashes when it reaches my Render() function. Using the debugger I can see that my backBufferTarget_ has a value of 0x00000000. So even though I think I am initializing it in InitD3D(), it is not remembering or something. My code is below, if anyone has an advice that would be greatly appreciated. I am sure it is a simple thing I am missing.

#include<Windows.h> 
#include<memory>
#include<xnamath.h>
#include<d3d11.h>
#include<d3dx11.h>
#include<DxErr.h>

#pragma comment(lib, "winmm.lib")
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dx11.lib")
#pragma comment(lib, "dxerr.lib")

LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);

HWND hwnd = NULL;
HINSTANCE hInstance = NULL;

ID3D11DeviceContext* d3dContext_ = NULL;
ID3D11Device* d3dDevice_ = NULL;
IDXGISwapChain* swapChain_ = NULL;
ID3D11RenderTargetView* backBufferTarget_ = NULL;

//********************
//Function prototypes*
//********************
void MessagePump(void);
bool GetFullScreen(void);
bool InitWindow(void);
void KillWindow(void);
bool InitD3D(void);
void Render(void);
bool InitScene(void);
bool InitObjects(void);

bool progFinished = FALSE;
bool progFullScreen = FALSE;

#define APP_NAME "Kenneth Game"

//************************
//Application entry point*
//************************
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE prevInstance, LPWSTR cmdLine, int cmdShow)
{

	if (!GetFullScreen())
	{
		OutputDebugString("User abort\n");
		exit(5);
	}

	InitWindow();

	InitD3D();

	InitScene();

	while (!progFinished)
	{
		
		MessagePump(); //Check for window messages

		Render(); //Draw our graphics
	}

	KillWindow(); //Unload resources

	return 0;
}

//****************************************************************************************
//Initialise a window (full-screen or otherwise) in which our graphics will be displayed.*
//****************************************************************************************
bool InitWindow(void) 
{

	//UNREFERENCED_PARAMETER(prevInstance);
	//UNREFERENCED_PARAMETER(cmdLine);

	WNDCLASSEX wndClass = { 0 };
	wndClass.cbSize = sizeof(WNDCLASSEX);
	wndClass.style = CS_HREDRAW | CS_VREDRAW;
	wndClass.lpfnWndProc = WndProc;
	wndClass.hInstance = hInstance;
	wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
	wndClass.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
	wndClass.lpszMenuName = NULL;
	wndClass.lpszClassName = "DX11BookWindowClass";

	if (!RegisterClassEx(&wndClass))
		return false;

	RECT rc = { 0, 0, 640, 480 };
	AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);

	HWND hwnd = CreateWindowA("DX11BookWindowClass", "Blank Win32 Window", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance, NULL);

	if (!hwnd)
		return false;

	ShowWindow(hwnd, SW_SHOW);
	//UpdateWindow(hwnd);

	return true;
}

//*************************************************
//Terminate the window that was previously opened.*
//*************************************************
void KillWindow(void)
{
	MSG msg;

	while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
	{
		DispatchMessage(&msg);
	}

	//ghAppWindow = NULL;
	ShowCursor(true);
}

//***************************
//Windows message processor.*
//***************************
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	PAINTSTRUCT paintStruct;
	HDC hDC;

	switch (message)
	{
	case WM_PAINT:
		hDC = BeginPaint(hwnd, &paintStruct);
		EndPaint(hwnd, &paintStruct);
		break;

	case WM_DESTROY:
		progFinished = true;
		PostQuitMessage(0);
		break;

	default:
		return DefWindowProc(hwnd, message, wParam, lParam);
	}

	return 0;
}

//**********************************************
//Process any messages that Windows has sent us*
//**********************************************
void MessagePump(void)
{
	MSG msg;

	if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
	{
		TranslateMessage(&msg);
		DispatchMessage(&msg);
	}

}

//*************************************
//Prompt selection of full screen mode*
//*************************************
bool GetFullScreen(void)
{
	int iResult;
	bool bRet = true;

	iResult = MessageBox(NULL, "Run fullscreen?", APP_NAME, MB_YESNOCANCEL | MB_ICONQUESTION);
	switch (iResult)
	{
	case IDCANCEL:
		bRet = false;
		break;
	case IDNO:
		progFullScreen = false;
		break;
	case IDYES:
		progFullScreen = true;
		break;
	case 0:
		OutputDebugString("Couldn't open MessageBox, closing");
		exit(10);
		break;
	}

	return bRet;
}

//**************************************
//Creates a hardware device in Direct3D*
//**************************************
bool InitD3D(void)
{
	D3D_DRIVER_TYPE driverType_;
	D3D_FEATURE_LEVEL featureLevel_;
	RECT dimensions;
	GetClientRect(hwnd, &dimensions);

	unsigned int width = dimensions.right - dimensions.left;
	unsigned int height = dimensions.bottom - dimensions.top;

	D3D_DRIVER_TYPE driverTypes[] =
	{
		D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP,
		D3D_DRIVER_TYPE_REFERENCE, D3D_DRIVER_TYPE_SOFTWARE
	};

	unsigned int totalDriverTypes = ARRAYSIZE(driverTypes);

	D3D_FEATURE_LEVEL featureLevels[] =
	{
		D3D_FEATURE_LEVEL_11_0,
		D3D_FEATURE_LEVEL_10_1,
		D3D_FEATURE_LEVEL_10_0
	};

	unsigned int totalFeatureLevels = ARRAYSIZE(featureLevels);

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

	unsigned int creationFlags = 0;

#ifdef _DEBUG
	creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

	HRESULT result;
	unsigned int driver = 0;

	for (driver = 0; driver < totalDriverTypes; ++driver)
	{
		result = D3D11CreateDeviceAndSwapChain(0, driverTypes[driver], 0, creationFlags, featureLevels, totalFeatureLevels, D3D11_SDK_VERSION, &swapChainDesc, &swapChain_,
			&d3dDevice_, &featureLevel_, &d3dContext_);

		if (SUCCEEDED(result))
		{
			driverType_ = driverTypes[driver];
			break;
		}
	}

	if (FAILED(result))
	{
		DXTRACE_MSG("Failed to create the Direct3D device!");
		return false;
	}

	ID3D11Texture2D* backBufferTexture;

	result = swapChain_->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferTexture);

	if (FAILED(result))
	{
		DXTRACE_MSG("Failed to get the swap chain back buffer!");
		return false;
	}

	result = d3dDevice_->CreateRenderTargetView(backBufferTexture, 0, &backBufferTarget_);

	if (backBufferTexture)
		backBufferTexture->Release();

	if (FAILED(result))
	{
		DXTRACE_MSG("Failed to create the render target view!");
		return false;
	}

	d3dContext_->OMSetRenderTargets(1, &backBufferTarget_, 0);

	D3D11_VIEWPORT viewport;
	viewport.Width = static_cast<float>(width);
	viewport.Height = static_cast<float>(height);
	viewport.MinDepth = 0.0f;
	viewport.MaxDepth = 1.0f;
	viewport.TopLeftX = 0.0f;
	viewport.TopLeftY = 0.0f;

	d3dContext_->RSSetViewports(1, &viewport);

	return true;
}

//****************************************************
// Initialise DirectX ready for us to start rendering*
//****************************************************
bool InitScene(void)
{


	
	return true;
}

//*******************************************
//Initialise the 3d objects we will be using*
//*******************************************
bool InitObjects(void)
{




	return true;
}

void Render(void)
{

	float clearColor[4] = { 0.0f, 0.0f, 0.25f, 1.0f };
	d3dContext_->ClearRenderTargetView(backBufferTarget_, clearColor);

	swapChain_->Present(0, 0);

}

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That's the problem:

 

 


HWND hwnd = CreateWindowA("DX11BookWindowClass", "Blank Win32 Window", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance, NULL);

You use a local variable to store the HWND, but then when you call D3D11CreateDeviceAndSwapChain(), you use a global variable with the same name. Since the global variable was never set correctly and is still NULL, D3D11CreateDeviceAndSwapChain() fails. When you run it in debug mode, it shows the failure in the debug log.

Change the line above to:

// Initialize the GLOBAL hwnd
hwnd = CreateWindowA("DX11BookWindowClass", "Blank Win32 Window", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance, NULL); 

To avoid confusing global and local variables, you need a better naming convention. Specifically for HWND - you don't need it as global variable, as it's required only for initialization. Same goes for other variables. The only ones you want to keep as globals are the device and the swap-chain.

Edited by N.I.B.

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Oh dude, thank you SO MUCH - that fixed it. I was trying for hours last night heaps of stuff. Still wrapping my head around this extra laywer of complexity (after just finishing a C++ book).

 

Thanks!

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Hi Again,
 
I come with more perils. I am now trying to add keyboard support, and like before, the program is crashing when it comes to the device I thought I have created. I am keeping my eye out for uninitiated global variables as you taught me before but cannot find the problem. The added code is:
 

//**********************
//DirectInput variables*
//**********************
#define KEYDOWN( name, key ) ( name[key] & 0x80 )
LPDIRECTINPUT8 directInput_ = NULL;
LPDIRECTINPUTDEVICE8 keyboardDevice_ = NULL;
char keyboardKeys_[256];
char prevKeyboardKeys_[256];

For the Initialization routine (which is called before Update() and Render():

bool InitInput(void)
{
    HRESULT result;

    ZeroMemory(keyboardKeys_, sizeof(keyboardKeys_));
    ZeroMemory(prevKeyboardKeys_, sizeof(prevKeyboardKeys_));

    result = DirectInput8Create(hInstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&directInput_, 0); //Initialize DirectInput8

    if (FAILED(result))
    {
        return false;
    }

    result = directInput_->CreateDevice(GUID_SysKeyboard, &keyboardDevice_, 0);

    if (FAILED(result))
    {
        return false;
    }

    result = keyboardDevice_->SetDataFormat(&c_dfDIKeyboard);

    if (FAILED(result))
    {
        return false;
    }

    result = keyboardDevice_->SetCooperativeLevel(ghHwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);

    if (FAILED(result))
    {
        return false;
    }

    result = keyboardDevice_->Acquire();

    if (FAILED(result))
    {
        return false;
    }

    return true;
}

And for the Update() routine:

//******************************
//Get current state of Keyboard*
//******************************
void Update(void)
{
	float fElapsed;
	float rotZ = 0;
	float fY = 0.0f;

	keyboardDevice_->GetDeviceState(sizeof(keyboardKeys_), (LPVOID)&keyboardKeys_);

	if (GetAsyncKeyState(VK_ESCAPE))
	{
		PostQuitMessage(0);
	}

	// Button up event.
	if (KEYDOWN(prevKeyboardKeys_, DIK_DOWN) && !KEYDOWN(keyboardKeys_, DIK_DOWN))
	{
		fY -= 0.1f;
	}


	if (KEYDOWN(prevKeyboardKeys_, DIK_UP) && !KEYDOWN(keyboardKeys_, DIK_UP))
	{
		fY += 0.1f;
	}

	memcpy(prevKeyboardKeys_, keyboardKeys_, sizeof(keyboardKeys_));

	gfTimeScale = 0.001f;
	fElapsed = GetElapsedTime();
	rotZ += fElapsed;
}

 
It is crashing at keyboardDevice_->GetDeviceState(sizeof(keyboardKeys_), (LPVOID)&keyboardKeys_);

 

The debugger shows keyboardDevice_ becomes a 0x00000000 (similar to before). Again this is adapting code that works when it was done in the way the book shows.

 

Again any help is greatly appreciated.

 

Thanks

Edited by SteveHatcher

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The debugger shows keyboardDevice_ becomes a 0x00000000 (similar to before). Again this is adapting code that works when it was done in the way the book shows.

After a quick glance at your code in not sure what's wrong, but I did notice one thing: you don't seem to ever check the result of your Init functions. In InitInput you return false if anything failed, but then you never check if InitInput returns true or not (I'm assuming, based on the code in the original post).

You should check the return values of your Init functions, and at the very least log something if they're false. It's possible that keyboardDevice_ never initialized properly (and thus was always NULL) but you won't catch that until you're update loop. You want to try and find errors as soon as possible! Crash early and crash often, as the saying goes.

EDIT: Looked at your code again. Looks like hInstance is uninitialized. You can get hInstance from WinMain. Edited by Samith

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Thank you very much! In my main I changed it to:

	if (!InitInput())
	{
		OutputDebugString("  Input initialisation failed\n");
		exit(5);
	}

and could see it was failing here. You were spot on about hInstance. The way I got it was with

hInstance = GetModuleHandle(NULL); 

Do you think that's okay? Or is another better way to do it?

 

Thanks heaps!

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Hi Guys..

 

Stuck yet again. This time I am simply trying to display my triangle slightly rotated.

 

I have added some vertices:

VertexPos gVertices[] = 
{
	XMFLOAT3(0.5f, 0.5f, 0.5f), 
	XMFLOAT3(0.5f, -0.5f, 0.5f),
	XMFLOAT3(-0.5f, -0.5f, 0.5f)
};

which come into play here in InitObjects(void)

	ZeroMemory(&resourceData, sizeof(resourceData));
	resourceData.pSysMem = gVertices;
	d3dResult = d3dDevice_->CreateBuffer(&vertexDesc, &resourceData, &vertexBuffer_);

	D3D11_BUFFER_DESC constDesc;
	ZeroMemory(&constDesc, sizeof(constDesc));
	constDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	constDesc.ByteWidth = sizeof(XMMATRIX);
	constDesc.Usage = D3D11_USAGE_DEFAULT;

	d3dResult = d3dDevice_->CreateBuffer(&constDesc, 0, &mvpCB_);

with the final Render() function as

void Render(void)
{
	if (d3dContext_ == 0) //Checks that the Direct3D context is valid. 
		return;


	float clearColor[4] = { 0.0f, 0.0f, 0.25f, 1.0f };
	d3dContext_->ClearRenderTargetView(backBufferTarget_, clearColor);
	unsigned int stride = sizeof(VertexPos);
	unsigned int offset = 0;

	//Setting up the input assembly
	d3dContext_->IASetInputLayout(inputLayout_); 
	d3dContext_->IASetVertexBuffers(0, 1, &vertexBuffer_, &stride, &offset); 
	d3dContext_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); 
	d3dContext_->VSSetShader(solidColorVS_, 0, 0);
	d3dContext_->PSSetShader(solidColorPS_, 0, 0);


	XMMATRIX view = XMMatrixIdentity();
	XMMATRIX projection = XMMatrixOrthographicOffCenterLH(0.0f, 800.0f, 0.0f, 600.0f, 0.1f, 100.0f); //1a. Creates an orthographic projection matrix using LHS. Return value is a XMMATRIX structure where the resulting projection matrix is placed.
	XMMATRIX vpMatrix_ = XMMatrixMultiply(view, projection);

	XMMATRIX translation = XMMatrixTranslation(10.0f, 10.0f, 10.0f);
	XMMATRIX rotationZ = XMMatrixRotationZ(30.0f);
	XMMATRIX scale = XMMatrixScaling(0.0f, 0.0f, 0.0f);
	XMMATRIX TriangleWorld = translation * rotationZ;

	XMMATRIX mvp = TriangleWorld*vpMatrix_*translation;
	mvp = XMMatrixTranspose(mvp);

	d3dContext_->UpdateSubresource(mvpCB_, 0, 0, &mvp, 0, 0);
	d3dContext_->VSSetConstantBuffers(0, 1, &mvpCB_);

	d3dContext_->Draw(3, 0); 
	swapChain_->Present(0, 0);
}

No matter what I change in the XMMatrixRotationZ or XMMatrixTranslation, my triangle stays the same. Its as if since the buffer is created I am not altering it at all.

 

I have tried many combinations of matrix multiplication ways and large numbers to no avail. It is as if the mvp matrix is having no effect on the final image. Thank you for your time - I have spent many hours trying to figure this out and only come here as a last resort. I find the best way to learn is trying to figure out broken code...

Edited by SteveHatcher

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Not 100% sure what you mean, but my vertex shader is created here:

bool InitObjects(void)
{
	
	DWORD shaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;

#if defined( DEBUG ) || defined( _DEBUG )
	shaderFlags |= D3DCOMPILE_DEBUG;
#endif

	ID3DBlob* errorBuffer = 0;
	ID3DBlob* vsBuffer = 0;

	//bool compileResult = CompileD3DShader("SolidGreenColor.fx", "VS_Main", "vs_4_0", &vsBuffer); //Loads vertex shader from the text file and compiles it into byte code. 
	//bool compileResult = D3DX11CompileFromFile("SolidGreenColor.fx", 0, 0, "VS_Main", "vs_4_0", shaderFlags, 0, 0, &vsBuffer, &errorBuffer, 0);

	HRESULT result;
	result =  D3DX11CompileFromFile("SolidGreenColor.fx", 0, 0, "VS_Main", "vs_4_0", shaderFlags, 0, 0, &vsBuffer, &errorBuffer, 0);

	if (FAILED(result))
	{
		if (errorBuffer != 0)
		{
			OutputDebugStringA((char*)errorBuffer->GetBufferPointer());
			errorBuffer->Release();
		}

		return false;
	}

	HRESULT d3dResult;

	d3dResult = d3dDevice_->CreateVertexShader(vsBuffer->GetBufferPointer(), vsBuffer->GetBufferSize(), 0, &solidColorVS_);

	if (FAILED(d3dResult))
	{
		if (vsBuffer)
			vsBuffer->Release();

		return false;
	}

	D3D11_INPUT_ELEMENT_DESC solidColorLayout[] = //Used to describe the vertex latout of a vertex streucture. (msdn). 
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 } //3b
	};

	unsigned int totalLayoutElements = ARRAYSIZE(solidColorLayout);

	d3dResult = d3dDevice_->CreateInputLayout(solidColorLayout, totalLayoutElements, //3c The input layout uses the type of ID3D11InputLayout. Created with a call to the D3D device function CreateInputLayout. 
		vsBuffer->GetBufferPointer(), vsBuffer->GetBufferSize(), &inputLayout_);

	vsBuffer->Release();

	if (FAILED(d3dResult))
	{
		return false;
	}

	ID3DBlob* psBuffer = 0;

	result = D3DX11CompileFromFile("SolidGreenColor.fx", 0, 0, "PS_Main", "ps_4_0", shaderFlags, 0, 0, &psBuffer, &errorBuffer, 0);

	if (FAILED(result))
	{
		if (errorBuffer != 0)
		{
			OutputDebugStringA((char*)errorBuffer->GetBufferPointer());
			errorBuffer->Release();
		}

		return false;
	}

	d3dResult = d3dDevice_->CreatePixelShader(psBuffer->GetBufferPointer(), psBuffer->GetBufferSize(), 0, &solidColorPS_);

	psBuffer->Release();

	ZeroMemory(&vertexDesc, sizeof(vertexDesc));
	vertexDesc.Usage = D3D11_USAGE_DEFAULT;
	vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	vertexDesc.ByteWidth = sizeof(VertexPos)* 3;

	ZeroMemory(&resourceData, sizeof(resourceData));
	resourceData.pSysMem = gVertices;
	d3dResult = d3dDevice_->CreateBuffer(&vertexDesc, &resourceData, &vertexBuffer_);

	D3D11_BUFFER_DESC constDesc;
	ZeroMemory(&constDesc, sizeof(constDesc));
	constDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	constDesc.ByteWidth = sizeof(XMMATRIX);
	constDesc.Usage = D3D11_USAGE_DEFAULT;

	d3dResult = d3dDevice_->CreateBuffer(&constDesc, 0, &mvpCB_);

	if (FAILED(d3dResult))
	{
		return false;
	}

	return true;

}

My goal is to modify the triangle in world space so the rotation or translation matrices have an effect on it. Thanks for your time.

Edited by SteveHatcher

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Oh Sorry, Im guessing you mean the .fx file that D3Dx11CompileFromFile is grabbing?

 

It is:

float4 VS_Main( float4 pos : POSITION ) : SV_POSITION
{
    return pos;
}


float4 PS_Main( float4 pos : SV_POSITION ) : SV_TARGET
{
    return float4( 0.0f, 1.0f, 0.0f, 1.0f );
}

A solid green shader as far as I am aware.

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Your vertex shader just passes the unchanged vertex positions. To apply any transformation, e.g. rotation, you need to multiply with the transformation matrix you assigned to the constant buffer.

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Precisely. Yeah, that's a pass-through vertex shader, the position doesn't change at all wink.png

It should look something like this:
 
cbuffer VSParameters : register(b0)  // deliberately assigning slot 0 !
{
	matrix WVP;
};

float4 VS_Main( float4 pos : POSITION ) : SV_POSITION
{
	return mul(position, WVP);
}
Also, you probably want to rotate (and/or scale) first, then translate. Order of multiplication matters with matrices:

XMMATRIX TriangleWorld = rotationZ * translation;

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Okay, thanks guys. I am still slowly digging my way through the literature.

 

Is there a way to create a simple shader like this but entirely in a struct, or class of my definition so it does not need a separate .fx file? If so, what function do I use instead of the D3Dx11CompileFromFile?

 

I hope my question makes sense. Thanks. you guys are extremely helpful and awesome!

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Not quite sure what you mean. You can have several shaders in the same file (like you already do for both vertex and pixel shader). And there are compile functions which take source code directly, without the detour of a file, e.g. D3DX11CompileFromMemory or alternatively the newer compile function D3DCompile.

Put your HLSL source as a static string in your cpp file and feed it to one of those functions.

(Alternatively one could even let the command line compiler fxc spit out compiled binaries as a hex array source code, with the option /Fh. This way no runtime compilation is needed)

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Is there a way to create a simple shader like this but entirely in a struct, or class of my definition so it does not need a separate .fx file? If so, what function do I use instead of the D3Dx11CompileFromFile?

No, that doesn't make much sense.

Of course you could include the source of your HLSL file as string constant in your code, but this is not very common.

If you don't want to compile your shaders at runtime, you can do it offline using the fxc.exe command line compiler. Take this:

http://msdn.microsoft.com/en-us/library/windows/desktop/bb509709%28v=vs.85%29.aspx

What I do is this: I let fxc.exe create an header file (command line option /Fh). This .h file contains a byte array with the compiled shader code that can be passed to e.g. ID3D11Device::CreateVertexShader.

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Just out of interest, why do they have them in a separate file? I can't see the advantage of this as opposed to having them in a header file and just including it?

 

Thanks

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I'm not sure if I get the idea behind your question. You have a project with mixed languages: C++ and HLSL. They have different compilers. Why would you mix the languages in a single file?

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I'm not sure if I get the idea behind your question. You have a project with mixed languages: C++ and HLSL. They have different compilers. Why would you mix the languages in a single file?

That answers my question, didn't click about it being a different language lol. Thanks

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      Hi, I'm on Rastertek series 42, soft shadows, which uses a blur shader and runs extremely slow.
      http://www.rastertek.com/dx11tut42.html
      He obnoxiously states that there are many ways to optimize his blur shader, but gives you no idea how to do it.
      The way he does it is :
      1. Project the objects in the scene to a render target using the depth shader.
      2. Draw black and white shadows on another render target using those depth textures.
      3. Blur the black/white shadow texture produced in step 2 by 
      a) rendering it to a smaller texture
      b) vertical / horizontal blurring that texture
      c) rendering it back to a bigger texture again.
      4. Send the blurred shadow texture into the final shader, which samples its black/white values to determine light intensity.
       
      So this uses a ton of render textures, and I just added more than one light, which multiplies the render textures required.
       
      Is there any easy way I can optimize the super expensive blur shader that wouldnt require a whole new complicated system?
      Like combining any of these render textures into one for example?
       
      If you know of any easy way not requiring too many changes, please let me know, as I already had a really hard time
      understanding the way this works, so a super complicated change would be beyond my capacity. Thanks.
       
      *For reference, here is my repo, in which I have simplified his tutorial and added an additional light.
       
      https://github.com/mister51213/DX11Port_SoftShadows/tree/MultiShadows
       
    • By evelyn4you
      hi,
      after implementing skinning with compute shader i want to implement skinning with VertexShader Streamout method to compare performance.
      The following Thread is a discussion about it.
      Here's the recommended setup:
      Use a pass-through geometry shader (point->point), setup the streamout and set topology to point list. Draw the whole buffer with context->Draw(). This gives a 1:1 mapping of the vertices. Later bind the stream out buffer as vertex buffer. Bind the index buffer of the original mesh. draw with DrawIndexed like you would with the original mesh (or whatever draw call you had). I know the reason why a point list as input is used, because when using the normal vertex topology as input the output would be a stream of "each of his own" primitives that would blow up the vertexbuffer. I assume a indexbuffer then would be needless ?
      But how can you transform position and normal in one step when feeding the pseudo Vertex/Geometry Shader with a point list ?
      In my VertexShader i first calculate the resulting transform matrix from bone indexes(4) und weights (4) and transform position and normal with the same resulting transform Matrix.
      Do i have to run 2 passes ? One for transforming position and one for transforming normal ?
      I think it could be done better ?
      thanks for any help
       
    • By derui
      i am new to directx. i just followed some tutorials online and started to program. It had been well till i faced this problem of loading my own 3d models from 3ds max exported as .x which is supported by directx. I am using c++ on visual studio 2010 and directX9. i really tried to find help on the net but i couldn't find which can solve my problem. i don't know where exactly the problem is. i run most of samples and examples all worked well. can anyone give me the hint or solution for my problem ?
      thanks in advance!
    • By DiligentDev
      This article uses material originally posted on Diligent Graphics web site.
      Introduction
      Graphics APIs have come a long way from small set of basic commands allowing limited control of configurable stages of early 3D accelerators to very low-level programming interfaces exposing almost every aspect of the underlying graphics hardware. Next-generation APIs, Direct3D12 by Microsoft and Vulkan by Khronos are relatively new and have only started getting widespread adoption and support from hardware vendors, while Direct3D11 and OpenGL are still considered industry standard. New APIs can provide substantial performance and functional improvements, but may not be supported by older hardware. An application targeting wide range of platforms needs to support Direct3D11 and OpenGL. New APIs will not give any advantage when used with old paradigms. It is totally possible to add Direct3D12 support to an existing renderer by implementing Direct3D11 interface through Direct3D12, but this will give zero benefits. Instead, new approaches and rendering architectures that leverage flexibility provided by the next-generation APIs are expected to be developed.
      There are at least four APIs (Direct3D11, Direct3D12, OpenGL/GLES, Vulkan, plus Apple's Metal for iOS and osX platforms) that a cross-platform 3D application may need to support. Writing separate code paths for all APIs is clearly not an option for any real-world application and the need for a cross-platform graphics abstraction layer is evident. The following is the list of requirements that I believe such layer needs to satisfy:
      Lightweight abstractions: the API should be as close to the underlying native APIs as possible to allow an application leverage all available low-level functionality. In many cases this requirement is difficult to achieve because specific features exposed by different APIs may vary considerably. Low performance overhead: the abstraction layer needs to be efficient from performance point of view. If it introduces considerable amount of overhead, there is no point in using it. Convenience: the API needs to be convenient to use. It needs to assist developers in achieving their goals not limiting their control of the graphics hardware. Multithreading: ability to efficiently parallelize work is in the core of Direct3D12 and Vulkan and one of the main selling points of the new APIs. Support for multithreading in a cross-platform layer is a must. Extensibility: no matter how well the API is designed, it still introduces some level of abstraction. In some cases the most efficient way to implement certain functionality is to directly use native API. The abstraction layer needs to provide seamless interoperability with the underlying native APIs to provide a way for the app to add features that may be missing. Diligent Engine is designed to solve these problems. Its main goal is to take advantages of the next-generation APIs such as Direct3D12 and Vulkan, but at the same time provide support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common C++ front-end for all supported platforms and provides interoperability with underlying native APIs. It also supports integration with Unity and is designed to be used as graphics subsystem in a standalone game engine, Unity native plugin or any other 3D application. Full source code is available for download at GitHub and is free to use.
      Overview
      Diligent Engine API takes some features from Direct3D11 and Direct3D12 as well as introduces new concepts to hide certain platform-specific details and make the system easy to use. It contains the following main components:
      Render device (IRenderDevice  interface) is responsible for creating all other objects (textures, buffers, shaders, pipeline states, etc.).
      Device context (IDeviceContext interface) is the main interface for recording rendering commands. Similar to Direct3D11, there are immediate context and deferred contexts (which in Direct3D11 implementation map directly to the corresponding context types). Immediate context combines command queue and command list recording functionality. It records commands and submits the command list for execution when it contains sufficient number of commands. Deferred contexts are designed to only record command lists that can be submitted for execution through the immediate context.
      An alternative way to design the API would be to expose command queue and command lists directly. This approach however does not map well to Direct3D11 and OpenGL. Besides, some functionality (such as dynamic descriptor allocation) can be much more efficiently implemented when it is known that a command list is recorded by a certain deferred context from some thread.
      The approach taken in the engine does not limit scalability as the application is expected to create one deferred context per thread, and internally every deferred context records a command list in lock-free fashion. At the same time this approach maps well to older APIs.
      In current implementation, only one immediate context that uses default graphics command queue is created. To support multiple GPUs or multiple command queue types (compute, copy, etc.), it is natural to have one immediate contexts per queue. Cross-context synchronization utilities will be necessary.
      Swap Chain (ISwapChain interface). Swap chain interface represents a chain of back buffers and is responsible for showing the final rendered image on the screen.
      Render device, device contexts and swap chain are created during the engine initialization.
      Resources (ITexture and IBuffer interfaces). There are two types of resources - textures and buffers. There are many different texture types (2D textures, 3D textures, texture array, cubmepas, etc.) that can all be represented by ITexture interface.
      Resources Views (ITextureView and IBufferView interfaces). While textures and buffers are mere data containers, texture views and buffer views describe how the data should be interpreted. For instance, a 2D texture can be used as a render target for rendering commands or as a shader resource.
      Pipeline State (IPipelineState interface). GPU pipeline contains many configurable stages (depth-stencil, rasterizer and blend states, different shader stage, etc.). Direct3D11 uses coarse-grain objects to set all stage parameters at once (for instance, a rasterizer object encompasses all rasterizer attributes), while OpenGL contains myriad functions to fine-grain control every individual attribute of every stage. Both methods do not map very well to modern graphics hardware that combines all states into one monolithic state under the hood. Direct3D12 directly exposes pipeline state object in the API, and Diligent Engine uses the same approach.
      Shader Resource Binding (IShaderResourceBinding interface). Shaders are programs that run on the GPU. Shaders may access various resources (textures and buffers), and setting correspondence between shader variables and actual resources is called resource binding. Resource binding implementation varies considerably between different API. Diligent Engine introduces a new object called shader resource binding that encompasses all resources needed by all shaders in a certain pipeline state.
      API Basics
      Creating Resources
      Device resources are created by the render device. The two main resource types are buffers, which represent linear memory, and textures, which use memory layouts optimized for fast filtering. Graphics APIs usually have a native object that represents linear buffer. Diligent Engine uses IBuffer interface as an abstraction for a native buffer. To create a buffer, one needs to populate BufferDesc structure and call IRenderDevice::CreateBuffer() method as in the following example:
      BufferDesc BuffDesc; BufferDesc.Name = "Uniform buffer"; BuffDesc.BindFlags = BIND_UNIFORM_BUFFER; BuffDesc.Usage = USAGE_DYNAMIC; BuffDesc.uiSizeInBytes = sizeof(ShaderConstants); BuffDesc.CPUAccessFlags = CPU_ACCESS_WRITE; m_pDevice->CreateBuffer( BuffDesc, BufferData(), &m_pConstantBuffer ); While there is usually just one buffer object, different APIs use very different approaches to represent textures. For instance, in Direct3D11, there are ID3D11Texture1D, ID3D11Texture2D, and ID3D11Texture3D objects. In OpenGL, there is individual object for every texture dimension (1D, 2D, 3D, Cube), which may be a texture array, which may also be multisampled (i.e. GL_TEXTURE_2D_MULTISAMPLE_ARRAY). As a result there are nine different GL texture types that Diligent Engine may create under the hood. In Direct3D12, there is only one resource interface. Diligent Engine hides all these details in ITexture interface. There is only one  IRenderDevice::CreateTexture() method that is capable of creating all texture types. Dimension, format, array size and all other parameters are specified by the members of the TextureDesc structure:
      TextureDesc TexDesc; TexDesc.Name = "My texture 2D"; TexDesc.Type = TEXTURE_TYPE_2D; TexDesc.Width = 1024; TexDesc.Height = 1024; TexDesc.Format = TEX_FORMAT_RGBA8_UNORM; TexDesc.Usage = USAGE_DEFAULT; TexDesc.BindFlags = BIND_SHADER_RESOURCE | BIND_RENDER_TARGET | BIND_UNORDERED_ACCESS; TexDesc.Name = "Sample 2D Texture"; m_pRenderDevice->CreateTexture( TexDesc, TextureData(), &m_pTestTex ); If native API supports multithreaded resource creation, textures and buffers can be created by multiple threads simultaneously.
      Interoperability with native API provides access to the native buffer/texture objects and also allows creating Diligent Engine objects from native handles. It allows applications seamlessly integrate native API-specific code with Diligent Engine.
      Next-generation APIs allow fine level-control over how resources are allocated. Diligent Engine does not currently expose this functionality, but it can be added by implementing IResourceAllocator interface that encapsulates specifics of resource allocation and providing this interface to CreateBuffer() or CreateTexture() methods. If null is provided, default allocator should be used.
      Initializing the Pipeline State
      As it was mentioned earlier, Diligent Engine follows next-gen APIs to configure the graphics/compute pipeline. One big Pipelines State Object (PSO) encompasses all required states (all shader stages, input layout description, depth stencil, rasterizer and blend state descriptions etc.). This approach maps directly to Direct3D12/Vulkan, but is also beneficial for older APIs as it eliminates pipeline misconfiguration errors. With many individual calls tweaking various GPU pipeline settings it is very easy to forget to set one of the states or assume the stage is already properly configured when in fact it is not. Using pipeline state object helps avoid these problems as all stages are configured at once.
      Creating Shaders
      While in earlier APIs shaders were bound separately, in the next-generation APIs as well as in Diligent Engine shaders are part of the pipeline state object. The biggest challenge when authoring shaders is that Direct3D and OpenGL/Vulkan use different shader languages (while Apple uses yet another language in their Metal API). Maintaining two versions of every shader is not an option for real applications and Diligent Engine implements shader source code converter that allows shaders authored in HLSL to be translated to GLSL. To create a shader, one needs to populate ShaderCreationAttribs structure. SourceLanguage member of this structure tells the system which language the shader is authored in:
      SHADER_SOURCE_LANGUAGE_DEFAULT - The shader source language matches the underlying graphics API: HLSL for Direct3D11/Direct3D12 mode, and GLSL for OpenGL and OpenGLES modes. SHADER_SOURCE_LANGUAGE_HLSL - The shader source is in HLSL. For OpenGL and OpenGLES modes, the source code will be converted to GLSL. SHADER_SOURCE_LANGUAGE_GLSL - The shader source is in GLSL. There is currently no GLSL to HLSL converter, so this value should only be used for OpenGL and OpenGLES modes. There are two ways to provide the shader source code. The first way is to use Source member. The second way is to provide a file path in FilePath member. Since the engine is entirely decoupled from the platform and the host file system is platform-dependent, the structure exposes pShaderSourceStreamFactory member that is intended to provide the engine access to the file system. If FilePath is provided, shader source factory must also be provided. If the shader source contains any #include directives, the source stream factory will also be used to load these files. The engine provides default implementation for every supported platform that should be sufficient in most cases. Custom implementation can be provided when needed.
      When sampling a texture in a shader, the texture sampler was traditionally specified as separate object that was bound to the pipeline at run time or set as part of the texture object itself. However, in most cases it is known beforehand what kind of sampler will be used in the shader. Next-generation APIs expose new type of sampler called static sampler that can be initialized directly in the pipeline state. Diligent Engine exposes this functionality: when creating a shader, textures can be assigned static samplers. If static sampler is assigned, it will always be used instead of the one initialized in the texture shader resource view. To initialize static samplers, prepare an array of StaticSamplerDesc structures and initialize StaticSamplers and NumStaticSamplers members. Static samplers are more efficient and it is highly recommended to use them whenever possible. On older APIs, static samplers are emulated via generic sampler objects.
      The following is an example of shader initialization:
      ShaderCreationAttribs Attrs; Attrs.Desc.Name = "MyPixelShader"; Attrs.FilePath = "MyShaderFile.fx"; Attrs.SearchDirectories = "shaders;shaders\\inc;"; Attrs.EntryPoint = "MyPixelShader"; Attrs.Desc.ShaderType = SHADER_TYPE_PIXEL; Attrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; BasicShaderSourceStreamFactory BasicSSSFactory(Attrs.SearchDirectories); Attrs.pShaderSourceStreamFactory = &BasicSSSFactory; ShaderVariableDesc ShaderVars[] = {     {"g_StaticTexture", SHADER_VARIABLE_TYPE_STATIC},     {"g_MutableTexture", SHADER_VARIABLE_TYPE_MUTABLE},     {"g_DynamicTexture", SHADER_VARIABLE_TYPE_DYNAMIC} }; Attrs.Desc.VariableDesc = ShaderVars; Attrs.Desc.NumVariables = _countof(ShaderVars); Attrs.Desc.DefaultVariableType = SHADER_VARIABLE_TYPE_STATIC; StaticSamplerDesc StaticSampler; StaticSampler.Desc.MinFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MagFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MipFilter = FILTER_TYPE_LINEAR; StaticSampler.TextureName = "g_MutableTexture"; Attrs.Desc.NumStaticSamplers = 1; Attrs.Desc.StaticSamplers = &StaticSampler; ShaderMacroHelper Macros; Macros.AddShaderMacro("USE_SHADOWS", 1); Macros.AddShaderMacro("NUM_SHADOW_SAMPLES", 4); Macros.Finalize(); Attrs.Macros = Macros; RefCntAutoPtr<IShader> pShader; m_pDevice->CreateShader( Attrs, &pShader );
      Creating the Pipeline State Object
      After all required shaders are created, the rest of the fields of the PipelineStateDesc structure provide depth-stencil, rasterizer, and blend state descriptions, the number and format of render targets, input layout format, etc. For instance, rasterizer state can be described as follows:
      PipelineStateDesc PSODesc; RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; RasterizerDesc.AntialiasedLineEnable = False; Depth-stencil and blend states are defined in a similar fashion.
      Another important thing that pipeline state object encompasses is the input layout description that defines how inputs to the vertex shader, which is the very first shader stage, should be read from the memory. Input layout may define several vertex streams that contain values of different formats and sizes:
      // Define input layout InputLayoutDesc &Layout = PSODesc.GraphicsPipeline.InputLayout; LayoutElement TextLayoutElems[] = {     LayoutElement( 0, 0, 3, VT_FLOAT32, False ),     LayoutElement( 1, 0, 4, VT_UINT8, True ),     LayoutElement( 2, 0, 2, VT_FLOAT32, False ), }; Layout.LayoutElements = TextLayoutElems; Layout.NumElements = _countof( TextLayoutElems ); Finally, pipeline state defines primitive topology type. When all required members are initialized, a pipeline state object can be created by IRenderDevice::CreatePipelineState() method:
      // Define shader and primitive topology PSODesc.GraphicsPipeline.PrimitiveTopologyType = PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; PSODesc.GraphicsPipeline.pVS = pVertexShader; PSODesc.GraphicsPipeline.pPS = pPixelShader; PSODesc.Name = "My pipeline state"; m_pDev->CreatePipelineState(PSODesc, &m_pPSO); When PSO object is bound to the pipeline, the engine invokes all API-specific commands to set all states specified by the object. In case of Direct3D12 this maps directly to setting the D3D12 PSO object. In case of Direct3D11, this involves setting individual state objects (such as rasterizer and blend states), shaders, input layout etc. In case of OpenGL, this requires a number of fine-grain state tweaking calls. Diligent Engine keeps track of currently bound states and only calls functions to update these states that have actually changed.
      Binding Shader Resources
      Direct3D11 and OpenGL utilize fine-grain resource binding models, where an application binds individual buffers and textures to certain shader or program resource binding slots. Direct3D12 uses a very different approach, where resource descriptors are grouped into tables, and an application can bind all resources in the table at once by setting the table in the command list. Resource binding model in Diligent Engine is designed to leverage this new method. It introduces a new object called shader resource binding that encapsulates all resource bindings required for all shaders in a certain pipeline state. It also introduces the classification of shader variables based on the frequency of expected change that helps the engine group them into tables under the hood:
      Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. Shader variable type must be specified during shader creation by populating an array of ShaderVariableDesc structures and initializing ShaderCreationAttribs::Desc::VariableDesc and ShaderCreationAttribs::Desc::NumVariables members (see example of shader creation above).
      Static variables cannot be changed once a resource is bound to the variable. They are bound directly to the shader object. For instance, a shadow map texture is not expected to change after it is created, so it can be bound directly to the shader:
      PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new Shader Resource Binding object (SRB) that is created by the pipeline state (IPipelineState::CreateShaderResourceBinding()):
      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Note that an SRB is only compatible with the pipeline state it was created from. SRB object inherits all static bindings from shaders in the pipeline, but is not allowed to change them.
      Mutable resources can only be set once for every instance of a shader resource binding. Such resources are intended to define specific material properties. For instance, a diffuse texture for a specific material is not expected to change once the material is defined and can be set right after the SRB object has been created:
      m_pSRB->GetVariable(SHADER_TYPE_PIXEL, "tex2DDiffuse")->Set(pDiffuseTexSRV); In some cases it is necessary to bind a new resource to a variable every time a draw command is invoked. Such variables should be labeled as dynamic, which will allow setting them multiple times through the same SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); Under the hood, the engine pre-allocates descriptor tables for static and mutable resources when an SRB objcet is created. Space for dynamic resources is dynamically allocated at run time. Static and mutable resources are thus more efficient and should be used whenever possible.
      As you can see, Diligent Engine does not expose low-level details of how resources are bound to shader variables. One reason for this is that these details are very different for various APIs. The other reason is that using low-level binding methods is extremely error-prone: it is very easy to forget to bind some resource, or bind incorrect resource such as bind a buffer to the variable that is in fact a texture, especially during shader development when everything changes fast. Diligent Engine instead relies on shader reflection system to automatically query the list of all shader variables. Grouping variables based on three types mentioned above allows the engine to create optimized layout and take heavy lifting of matching resources to API-specific resource location, register or descriptor in the table.
      This post gives more details about the resource binding model in Diligent Engine.
      Setting the Pipeline State and Committing Shader Resources
      Before any draw or compute command can be invoked, the pipeline state needs to be bound to the context:
      m_pContext->SetPipelineState(m_pPSO); Under the hood, the engine sets the internal PSO object in the command list or calls all the required native API functions to properly configure all pipeline stages.
      The next step is to bind all required shader resources to the GPU pipeline, which is accomplished by IDeviceContext::CommitShaderResources() method:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); The method takes a pointer to the shader resource binding object and makes all resources the object holds available for the shaders. In the case of D3D12, this only requires setting appropriate descriptor tables in the command list. For older APIs, this typically requires setting all resources individually.
      Next-generation APIs require the application to track the state of every resource and explicitly inform the system about all state transitions. For instance, if a texture was used as render target before, while the next draw command is going to use it as shader resource, a transition barrier needs to be executed. Diligent Engine does the heavy lifting of state tracking.  When CommitShaderResources() method is called with COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES flag, the engine commits and transitions resources to correct states at the same time. Note that transitioning resources does introduce some overhead. The engine tracks state of every resource and it will not issue the barrier if the state is already correct. But checking resource state is an overhead that can sometimes be avoided. The engine provides IDeviceContext::TransitionShaderResources() method that only transitions resources:
      m_pContext->TransitionShaderResources(m_pPSO, m_pSRB); In some scenarios it is more efficient to transition resources once and then only commit them.
      Invoking Draw Command
      The final step is to set states that are not part of the PSO, such as render targets, vertex and index buffers. Diligent Engine uses Direct3D11-syle API that is translated to other native API calls under the hood:
      ITextureView *pRTVs[] = {m_pRTV}; m_pContext->SetRenderTargets(_countof( pRTVs ), pRTVs, m_pDSV); // Clear render target and depth buffer const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); m_pContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); Different native APIs use various set of function to execute draw commands depending on command details (if the command is indexed, instanced or both, what offsets in the source buffers are used etc.). For instance, there are 5 draw commands in Direct3D11 and more than 9 commands in OpenGL with something like glDrawElementsInstancedBaseVertexBaseInstance not uncommon. Diligent Engine hides all details with single IDeviceContext::Draw() method that takes takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); For compute commands, there is IDeviceContext::DispatchCompute() method that takes DispatchComputeAttribs structure that defines compute grid dimension.
      Source Code
      Full engine source code is available on GitHub and is free to use. The repository contains two samples, asteroids performance benchmark and example Unity project that uses Diligent Engine in native plugin.
      AntTweakBar sample is Diligent Engine’s “Hello World” example.

       
      Atmospheric scattering sample is a more advanced example. It demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to multiple render targets, using compute shaders and unordered access views, etc.

      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows and Android platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and support for more platforms is planned.
    • By kan123
      Hello,
      DX9Ex. I have the problem with driver stability in time of serial renderings, which i try to use for image processing in memory with fragment shaders. For big bitmaps the video driver sometimes becomes unstable ("Display driver stopped responding and has recovered") and, for instance, if the media player runs video in background, it sometimes freezes and distorts. I tried to use next methods of IDirect3DDevice9Ex:
      SetGPUThreadPriority(-7);
      WaitForVBlank(0);
      EvictManagedResources();
      with purpose to give some time for GPU between scenes, but it seems to be has not notable effect in this case. I don't want to reinitilialize subsystem for every step to avoid performance loss.
      So, my question is next: does some common practice exists to avoid overloading of GPU by running tasks? Many thanks in advance.
       
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