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• ### Similar Content

• By ucfchuck
I am feeding in 16 bit unsigned integer data to process in a compute shader and i need to get a standard deviation.
So I read in a series of samples and push them into float arrays
float vals1[9], vals2[9], vals3[9], vals4[9]; int x = 0,y=0; for ( x = 0; x < 3; x++) { for (y = 0; y < 3; y++) { vals1[3 * x + y] = (float) (asuint(Input1[threadID.xy + int2(x - 1, y - 1)].x)); vals2[3 * x + y] = (float) (asuint(Input2[threadID.xy + int2(x - 1, y - 1)].x)); vals3[3 * x + y] = (float) (asuint(Input3[threadID.xy + int2(x - 1, y - 1)].x)); vals4[3 * x + y] = (float) (asuint(Input4[threadID.xy + int2(x - 1, y - 1)].x)); } } I can send these values out directly and the data is as expected

Output1[threadID.xy] = (uint) (vals1[4] ); Output2[threadID.xy] = (uint) (vals2[4] ); Output3[threadID.xy] = (uint) (vals3[4] ); Output4[threadID.xy] = (uint) (vals4[4] ); however if i do anything to that data it is destroyed.
vals1[4] = vals1[4]/2;
or a
vals1[4] = vals[1]-vals[4];
the data is gone and everything comes back 0.

How does one go about converting a uint to a float and performing operations on it and then converting back to a rounded uint?
• By fs1
I have been trying to see how the ID3DInclude, and how its methods Open and Close work.
I would like to add a custom path for the D3DCompile function to search for some of my includes.
I have not found any working example. Could someone point me on how to implement these functions? I would like D3DCompile to look at a custom C:\Folder path for some of the include files.
Thanks
• By stale
I'm continuing to learn more about terrain rendering, and so far I've managed to load in a heightmap and render it as a tessellated wireframe (following Frank Luna's DX11 book). However, I'm getting some really weird behavior where a large section of the wireframe is being rendered with a yellow color, even though my pixel shader is hard coded to output white.

The parts of the mesh that are discolored changes as well, as pictured below (mesh is being clipped by far plane).

Here is my pixel shader. As mentioned, I simply hard code it to output white:
float PS(DOUT pin) : SV_Target { return float4(1.0f, 1.0f, 1.0f, 1.0f); } I'm completely lost on what could be causing this, so any help in the right direction would be greatly appreciated. If I can help by providing more information please let me know.

• Hello,
i try to implement voxel cone tracing in my game engine.
At first step i try to emplement the easiest "poor mans" method
a.  my test scene "Sponza Atrium" is voxelized completetly in a static voxel grid 128^3 ( structured buffer contains albedo)
b. i dont care about "conservative rasterization" and dont use any sparse voxel access structure
c. every voxel does have the same color for every side ( top, bottom, front .. )
d.  one directional light injects light to the voxels ( another stuctured buffer )
I will try to say what i think is correct ( please correct me )
GI lighting a given vertecie  in a ideal method
A.  we would shoot many ( e.g. 1000 ) rays in the half hemisphere which is oriented according to the normal of that vertecie
B.  we would take into account every occluder ( which is very much work load) and sample the color from the hit point.
C. according to the angle between ray and the vertecie normal we would weigth ( cosin ) the color and sum up all samples and devide by the count of rays
Voxel GI lighting
In priciple we want to do the same thing with our voxel structure.
Even if we would know where the correct hit points of the vertecie are we would have the task to calculate the weighted sum of many voxels.
Saving time for weighted summing up of colors of each voxel
To save the time for weighted summing up of colors of each voxel we build bricks or clusters.
Every 8 neigbour voxels make a "cluster voxel" of level 1, ( this is done recursively for many levels ).
The color of a side of a "cluster voxel" is the average of the colors of the four containing voxels sides with the same orientation.

After having done this we can sample the far away parts just by sampling the coresponding "cluster voxel with the coresponding level" and get the summed up color.
Actually this process is done be mip mapping a texture that contains the colors of the voxels which places the color of the neighbouring voxels also near by in the texture.
Cone tracing, howto ??
Here my understanding is confus ?? How is the voxel structure efficiently traced.
I simply cannot understand how the occlusion problem is fastly solved so that we know which single voxel or "cluster voxel" of which level we have to sample.
Supposed,  i am in a dark room that is filled with many boxes of different kind of sizes an i have a pocket lamp e.g. with a pyramid formed light cone
- i would see some single voxels near or far
- i would also see many different kind of boxes "clustered voxels" of different sizes which are partly occluded
How do i make a weighted sum of this ligting area ??
e.g. if i want to sample a "clustered voxel level 4" i have to take into account how much per cent of the area of this "clustered voxel" is occluded.
Please be patient with me, i really try to understand but maybe i need some more explanation than others
best regards evelyn

• Hi guys, when I do picking followed by ray-plane intersection the results are all wrong. I am pretty sure my ray-plane intersection is correct so I'll just show the picking part. Please take a look:

// get projection_matrix DirectX::XMFLOAT4X4 mat; DirectX::XMStoreFloat4x4(&mat, projection_matrix); float2 v; v.x = (((2.0f * (float)mouse_x) / (float)screen_width) - 1.0f) / mat._11; v.y = -(((2.0f * (float)mouse_y) / (float)screen_height) - 1.0f) / mat._22; // get inverse of view_matrix DirectX::XMMATRIX inv_view = DirectX::XMMatrixInverse(nullptr, view_matrix); DirectX::XMStoreFloat4x4(&mat, inv_view); // create ray origin (camera position) float3 ray_origin; ray_origin.x = mat._41; ray_origin.y = mat._42; ray_origin.z = mat._43; // create ray direction float3 ray_dir; ray_dir.x = v.x * mat._11 + v.y * mat._21 + mat._31; ray_dir.y = v.x * mat._12 + v.y * mat._22 + mat._32; ray_dir.z = v.x * mat._13 + v.y * mat._23 + mat._33;
That should give me a ray origin and direction in world space but when I do the ray-plane intersection the results are all wrong.
If I click on the bottom half of the screen ray_dir.z becomes negative (more so as I click lower). I don't understand how that can be, shouldn't it always be pointing down the z-axis ?
I had this working in the past but I can't find my old code

# DX11 Nothing renders in windowed mode on Windows 10 with dedicated Nvidia card

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Not sure if GDNet is the best place for this, but recently I "upgraded" my laptop to Windows 10, and ever since then, I've been seeing an issue with one of my projects where I'll get an empty window if I run the game in windowed mode with my dedicated graphics card (an Nvidia GTX 860M) - D3D won't even clear the screen to black, and my card makes a screeching noise. The problem doesn't manifest if I either run in fullscreen (no GPU noises) or force the game to run with my integrated card. This was NOT happening in Windows 8.1, so I'm inclined to suspect either a driver problem or possibly Win8.1 let me get away with doing something "naughty."

I haven't seen any similar problems with other DX11 games (though I haven't actually run any of them in windowed mode, so I'm wondering if I may be doing something wrong. Here is the code that sets up my device and swap chain:

// setup swap chain description
DXGI_SWAP_CHAIN_DESC mSwapChainDesc = { 0 };
mSwapChainDesc.OutputWindow = hwnd;
mSwapChainDesc.Windowed = !fullscreen;
mSwapChainDesc.BufferDesc.Width = windowWidth;
mSwapChainDesc.BufferDesc.Height = windowHeight;
mSwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
mSwapChainDesc.BufferCount = 1;
mSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
mSwapChainDesc.SampleDesc.Count = 1;
mSwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

// create the mDevice
HRESULT result = S_OK;
if (FAILED(result = D3D11CreateDeviceAndSwapChain(nullptr,
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
0,
nullptr,
0,
D3D11_SDK_VERSION,
&mSwapChainDesc,
nullptr,
{
ErrorMsg("Failed to create D3D11 mDevice and swap chain");
return false;
}

There doesn't appear to be any error messages - all D3D calls, including the above, appear to succeed.

edit: Updated thread title to better reflect the symptoms of the problem. Edited by Oberon_Command

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Hm, this seems rather odd. I have been running DX11 for my studies for the past few months and I haven't seen any such problem (running W10, same graphics card). I've played a bit with the initialization to get the same settings for the swap chain as you have, but I'm not running into any problems. Granted, the code for initialization is not mine (from Luna's DX11 book), but I did rewrite the initialization part at some point for my own goals and didn't run into any problems either.

The only real difference I have is that I call D3D11CreateDevice and CreateSwapChain (on the DXGIFactory) separately, rather than the unified call. That might be a clue as to why things are going haywire.

If it helps, here's my initialization of the swapchain, though I haven't been able to actually test it for a while unfortunately. You can also dig through Luna's samples to see if he does anything differently, though I can guarantee that it's pretty much the code below written somewhat differently (and wouldn't explain any such problem).

        DXGI_SWAP_CHAIN_DESC swapChainDescription;
swapChainDescription.BufferDesc.Width = m_Width;
swapChainDescription.BufferDesc.Height = m_Height;
swapChainDescription.BufferDesc.RefreshRate.Numerator = 60;
swapChainDescription.BufferDesc.RefreshRate.Denominator = 1;
swapChainDescription.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDescription.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDescription.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapChainDescription.SampleDesc.Count = 1;
swapChainDescription.SampleDesc.Quality = 0;
swapChainDescription.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDescription.BufferCount = 1;
swapChainDescription.OutputWindow = m_WindowHandle;
swapChainDescription.Windowed = true;
swapChainDescription.Flags = 0;

IDXGIDevice* dxgiDevice = nullptr;
HR(m_Device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice)));
IDXGIFactory* dxgiFactory = nullptr;
HR(dxgiFactory->CreateSwapChain(m_Device, &swapChainDescription, &m_SwapChain));

dxgiDevice->Release();
dxgiFactory->Release();


(That's not to say I'm denying driver problems, but perhaps this can get you around it. I can imagine it being 'fairly' annoying to not be able to run in windowed mode')

On a sidenote, screeching noise makes me think of coilwhine caused by super high FPS (which would make sense if you're not drawing anything). I have this problem on my pc quite a bit, but haven't heard about it occuring on a laptop GPU before.

Edited by AthosVG

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The "screeching noise" sounds like coil whine / squeaking. Does it sound like this or like this?

If so, this usually (but not always) means your card is drawing near maximum power.

Coil whine is considered harmless to your hardware, though some people believe if you hear coil noise, there's strong vibrations, if there's strong vibrations, it means gradual wear and tear over time (i.e. shorten lifespan); thus it's often advised to reduce the amount of time your GPU spends whining, just in case this turns to be more than a myth.

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I found it!

First of all, what didn't work: I tried the set of flags AthosVG posted; no difference in behaviour. I also tried pasting Luna's equivalent code to see if that would make a difference; no difference in behaviour. I looked at compiling the full samples, but they depend on D3DX and XNAMath which I apparently don't have since I'd heard these were deprecated. Is there a more up to date version somewhere?

I had a look at the samples here and those do appear to run correctly in windowed mode. Near as I can tell, I'm not doing anything differently, though I'm using the 11.0 code path instead of 11.1. I don't think that should make a difference - I broke into the samples in the debugger and forced them down the 11.0 path to see what would happen and they still worked correctly. In fact, I took my own initialization code and pasted it into the sample code (rearranging some of the names) and everything still worked correctly!

Then I looked at the initialization code and noticed that I'm deriving the back buffer width and height from a configuration file, whereas the tutorial is computing it directly from the window's client rectangle. Changing my code to use the client rectangle bounds for the back buffer got things rendering again! I also noticed that in windowed mode, the window's client rect appeared slightly smaller than it did when I ran the program on 8.1 - as though the window borders take up more room and infringe on some of the client rectangle where they didn't before. So maybe the OS has changed the way window sizes are calculated? Strange that this would only manifest when using my dedicated card, though.

So: moral of the story, ensure that your back buffer size matches that of your client rect!

edit: And it did indeed sound like coil whine. My best guess (without being much of a graphics programmer) for what must have been happening was that the back buffer was created successfully, but with a 0 size, causing all my initialization and draw calls to succeed without actually doing anything meaningful.

Edited by Oberon_Command

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I suspect the problem would also go away if you used FLIP_DISCARD instead of DISCARD. On laptops like that, when using the discrete GPU, the OS asks the discrete to put the contents somewhere that the integrated can see it, so that composition is fast and efficient. Apparently this operation doesn't work so well when the source and dest are different sizes (back buffer size != window size). With FLIP_DISCARD, the image is in something that's back-buffer-sized all the way through the stack until composition samples from it.

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I suspect the problem would also go away if you used FLIP_DISCARD instead of DISCARD. On laptops like that, when using the discrete GPU, the OS asks the discrete to put the contents somewhere that the integrated can see it, so that composition is fast and efficient. Apparently this operation doesn't work so well when the source and dest are different sizes (back buffer size != window size). With FLIP_DISCARD, the image is in something that's back-buffer-sized all the way through the stack until composition samples from it.

Possible, but it's also a performance issue if the sizes mismatch, so you really should match the sizes rather than try to work around it.