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BlackJoker

Using Texture2DMS in shader

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Hello. I am using sharpdx on WinRT with toolkit.

I draw to multisampled rendertarget and then resolve subresource to backbuffer to see MSAA texture as a result.

It works fine, but then I want just to draw this render target as minivariant of full view using spritebatch. And it also works, but I receive non-multisampled texture and visual studio says that 

D3D11 ERROR: ID3D11DeviceContext::DrawIndexed: The Shader Resource View dimension declared in the shader code (TEXTURE2D) does not match the view type bound to slot 0 of the Pixel Shader unit (TEXTURE2DMS).  This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). [ EXECUTION ERROR #354: DEVICE_DRAW_VIEW_DIMENSION_MISMATCH]

In my shader currently I use Texture2D instead Texture2DMS, but I don`t know how to correctly work with Texture2DMS.

 

Also drawing to texture2D not causing this error. IT appears when executing spriteBatch.End(); method in:

 

                    
DepthStencilView oldDepth;
                    RenderTargetView[] oldTargets = GraphicsDevice.GetRenderTargets(out oldDepth);
                    GraphicsDevice.SetRenderTargets(depthStencilBuffer,rt);
                    GraphicsDevice.Clear(Color.CornflowerBlue);
                    
                    {


                        customEffect.CurrentTechnique.Passes[0].Apply();
                        //Setup the vertices
                        GraphicsDevice.SetVertexBuffer(vertices);
                        // Setup the indices
                        GraphicsDevice.SetIndexBuffer(indices, true);


                        GraphicsDevice.SetVertexInputLayout(inputLayout);
                        
                        GraphicsDevice.DrawIndexed(PrimitiveType.TriangleList, indices.ElementCount);


                        
                        fpsRenderer.Render(d2DService);
                        d2DService.Context.BeginDraw();
                        d2DService.Context.DrawText(D2DText, d2DService.TextFormat, d2DService.RectangleF,
                            d2DService.TextBrush);
                        d2DService.Context.EndDraw();
                        device.ResolveSubresource(rt, 0, GraphicsDevice.BackBuffer, 0, GraphicsDevice.BackBuffer.Format);
                        GraphicsDevice.SetRenderTargets(oldDepth, oldTargets);


                        spriteBatch.Begin();
                        spriteBatch.Draw(rt, new RectangleF((int)SwapChainPanel.ActualWidth - 500, (int)SwapChainPanel.ActualHeight - 350, 500, 350), new Rectangle(0, 0, 500, 350), Color.White, 0.0f, new Vector2(100, 100), SpriteEffects.None, 0.0f);                        
spriteBatch.End(); 

What I must do to solve this issue? Can someone help me with it please?

Edited by BlackJoker

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You'll want to resolve your MSAA texture before you can sample from it using SpriteBatch. Just create another render target texture that has the same dimensions/format as your MSAA texture but with 0 multisamples, and then resolve to that before using it with SpriteBatch.

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You'll want to resolve your MSAA texture before you can sample from it using SpriteBatch. Just create another render target texture that has the same dimensions/format as your MSAA texture but with 0 multisamples, and then resolve to that before using it with SpriteBatch.

 

Interesting. It works. I thought about such solution, but was not sure to try it. Thanks a lot.

 

But I also want to know how to use Texture2DMS in shader. Currently if I just change Texture2d toTexture2DMS<float4, 8>, it says that Texture2DMS object does not have method 'Sample'

 
Here is my pixel shader.
 
float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 lightDir = 0;
float lightIntensity;
float4 color;




// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(sampleType, input.tex);


// Invert the light direction for calculations.
    color = AmbientColor * AmbientIntensity;


    // Calculate the amount of light on this pixel.
lightIntensity = saturate(dot(input.normal, lightDirection));


    // Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
    color = saturate(diffuseColor * lightIntensity);


    // Multiply the texture pixel and the final diffuse color to get the final pixel color result.
    color = color + textureColor;


    return color;
}


So, I must use texture2dms in other way, than texture2d, but how exactly?

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You can't use any of the "Sample" functions on a Texture2DMS, since MSAA textures don't support filtering or any of the "normal" texture operations. The only thing you can with them is load a single subsample at a time, by specifying integer pixel coordinates as well as a subsample index. See the documentation for more info.

 

For your case, if you wanted to resolve the texture on-the-fly in the pixel shader you can just load all of your subsamples for a given pixel and then average the result. Also, note that for ps_5_0 you're not required to declare the Texture2DMS with the number of subsamples as a template parameter. You only had to do this for ps_4_0.

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So, if I use MS texture, shader will be like this?

Texture2DMS<float4> shaderTexture;

float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 lightDir = 0;
float lightIntensity;
float4 color;
int sampleIndex = 8;



// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Load(input.tex, sampleIndex);


// Invert the light direction for calculations.
    color = AmbientColor * AmbientIntensity;


    // Calculate the amount of light on this pixel.
lightIntensity = saturate(dot(input.normal, lightDirection));


    // Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
    color = saturate(diffuseColor * lightIntensity);


    // Multiply the texture pixel and the final diffuse color to get the final pixel color result.
    color = color + textureColor;


    return color;
}

Or I missing something?

 

Update

NO, it`s not working. Texture on the model in that case not rendered as it is not multisampled. I think, that I need separate shader or technique to resolve MS textures for rendertarget.

Edited by BlackJoker

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Like I said previously, Texture2DMS.Load takes integer pixel coordinates. You're passing the same [0,1] texture coordinates that you use for Texture2D.Sample, which isn't going to work. You can obtain the current pixel coordinate in a pixel shader by using the SV_Position semantic.

 

You're also only sampling one subsample from your Texture2DMS, and the index you're passing is too high. If you have 8 subsamples for your render target, then the valid indices that you can pass are 0-7. Try using a for loop that goes from 0-7, and averaging the result from all subsamples.

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