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    • By Jason Smith
      While working on a project using D3D12 I was getting an exception being thrown while trying to get a D3D12_CPU_DESCRIPTOR_HANDLE. The project is using plain C so it uses the COBJMACROS. The following application replicates the problem happening in the project.
      #define COBJMACROS #pragma warning(push, 3) #include <Windows.h> #include <d3d12.h> #include <dxgi1_4.h> #pragma warning(pop) IDXGIFactory4 *factory; ID3D12Device *device; ID3D12DescriptorHeap *rtv_heap; int WINAPI wWinMain(HINSTANCE hinst, HINSTANCE pinst, PWSTR cline, int cshow) { (hinst), (pinst), (cline), (cshow); HRESULT hr = CreateDXGIFactory1(&IID_IDXGIFactory4, (void **)&factory); hr = D3D12CreateDevice(0, D3D_FEATURE_LEVEL_11_0, &IID_ID3D12Device, &device); D3D12_DESCRIPTOR_HEAP_DESC desc; desc.NumDescriptors = 1; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; desc.NodeMask = 0; hr = ID3D12Device_CreateDescriptorHeap(device, &desc, &IID_ID3D12DescriptorHeap, (void **)&rtv_heap); D3D12_CPU_DESCRIPTOR_HANDLE rtv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_heap); (rtv); } The call to ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart throws an exception. Stepping into the disassembly for ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart show that the error occurs on the instruction
      mov  qword ptr [rdx],rax
      which seems odd since rdx doesn't appear to be used. Any help would be greatly appreciated. Thank you.
       
    • By lubbe75
      As far as I understand there is no real random or noise function in HLSL. 
      I have a big water polygon, and I'd like to fake water wave normals in my pixel shader. I know it's not efficient and the standard way is really to use a pre-calculated noise texture, but anyway...
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    • By turanszkij
      Hi,
      I finally managed to get the DX11 emulating Vulkan device working but everything is flipped vertically now because Vulkan has a different clipping space. What are the best practices out there to keep these implementation consistent? I tried using a vertically flipped viewport, and while it works on Nvidia 1050, the Vulkan debug layer is throwing error messages that this is not supported in the spec so it might not work on others. There is also the possibility to flip the clip scpace position Y coordinate before writing out with vertex shader, but that requires changing and recompiling every shader. I could also bake it into the camera projection matrices, though I want to avoid that because then I need to track down for the whole engine where I upload matrices... Any chance of an easy extension or something? If not, I will probably go with changing the vertex shaders.
    • By NikiTo
      Some people say "discard" has not a positive effect on optimization. Other people say it will at least spare the fetches of textures.
       
      if (color.A < 0.1f) { //discard; clip(-1); } // tons of reads of textures following here // and loops too
      Some people say that "discard" will only mask out the output of the pixel shader, while still evaluates all the statements after the "discard" instruction.

      MSN>
      discard: Do not output the result of the current pixel.
      clip: Discards the current pixel..
      <MSN

      As usual it is unclear, but it suggests that "clip" could discard the whole pixel(maybe stopping execution too)

      I think, that at least, because of termal and energy consuming reasons, GPU should not evaluate the statements after "discard", but some people on internet say that GPU computes the statements anyways. What I am more worried about, are the texture fetches after discard/clip.

      (what if after discard, I have an expensive branch decision that makes the approved cheap branch neighbor pixels stall for nothing? this is crazy)
    • By NikiTo
      I have a problem. My shaders are huge, in the meaning that they have lot of code inside. Many of my pixels should be completely discarded. I could use in the very beginning of the shader a comparison and discard, But as far as I understand, discard statement does not save workload at all, as it has to stale until the long huge neighbor shaders complete.
      Initially I wanted to use stencil to discard pixels before the execution flow enters the shader. Even before the GPU distributes/allocates resources for this shader, avoiding stale of pixel shaders execution flow, because initially I assumed that Depth/Stencil discards pixels before the pixel shader, but I see now that it happens inside the very last Output Merger state. It seems extremely inefficient to render that way a little mirror in a scene with big viewport. Why they've put the stencil test in the output merger anyway? Handling of Stencil is so limited compared to other resources. Does people use Stencil functionality at all for games, or they prefer discard/clip?

      Will GPU stale the pixel if I issue a discard in the very beginning of the pixel shader, or GPU will already start using the freed up resources to render another pixel?!?!



       
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DX12 [UWP] DirectX 12 Command List Close FAIL

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Hi! I'm working on a DirectX 12 based mini game engine for Windows 10 (UWP). In the past I've used OpenGL and OpenGL ES, but DirectX 12 is pretty new for me. I've followed the DX 12 tutorials from http://www.rastertek.com/ to initialize DirectX. The problem was that the tutorial describes how to make the swap chain use just 2 back buffers, so I've tried to make it use n back buffers. After I did that, a problem appeared: a CommandList call fails at the second frame (GraphicsGlobals::frameIndex = 1), causing the app to freeze.

void Project_SpaceTime::Graphics::BeginDraw()
{
	if (GraphicsGlobals::loadTasks == 0)
	{
		HRESULT result;
		D3D12_CPU_DESCRIPTOR_HANDLE renderTargetViewHandle;
		unsigned int renderTargetViewDescriptorSize;

		// Reset (re-use) the memory associated command allocator.
		result = GraphicsGlobals::commandAllocator[GraphicsGlobals::frameIndex]->Reset();
		if (FAILED(result))
		{
			return;
		}
		// Reset the command list, use empty pipeline state for now since there are no shaders and we are just clearing the screen.
		result = GraphicsGlobals::commandList->Reset(GraphicsGlobals::commandAllocator[GraphicsGlobals::frameIndex], NULL);
		if (FAILED(result))
		{
			return;
		}

		// Get the render target view handle for the current back buffer.
		renderTargetViewHandle = GraphicsGlobals::renderTargetViewHeap->GetCPUDescriptorHandleForHeapStart();
		renderTargetViewDescriptorSize = GraphicsGlobals::device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);

		// get a handle to the depth/stencil buffer
		CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(GraphicsGlobals::renderTargetViewHeap->GetCPUDescriptorHandleForHeapStart(), GraphicsGlobals::frameIndex, renderTargetViewDescriptorSize);
		CD3DX12_CPU_DESCRIPTOR_HANDLE dsvHandle(GraphicsGlobals::dsDescriptorHeap->GetCPUDescriptorHandleForHeapStart());

		GraphicsGlobals::commandList->RSSetViewports(1, &GraphicsGlobals::viewport); // set the viewports
		GraphicsGlobals::commandList->RSSetScissorRects(1, &GraphicsGlobals::scissorRect); // set the scissor rects
		
		CD3DX12_RESOURCE_BARRIER renderTargetResourceBarrier =
			CD3DX12_RESOURCE_BARRIER::Transition(GraphicsGlobals::renderTargets[GraphicsGlobals::frameIndex], D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
		GraphicsGlobals::commandList->ResourceBarrier(1, &renderTargetResourceBarrier);

		// Set the back buffer as the render target.
		GraphicsGlobals::commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle);

		GraphicsGlobals::commandList->ClearDepthStencilView(GraphicsGlobals::dsDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
		GraphicsGlobals::drawStarted = true;

		return;
	}
}

void Project_SpaceTime::Graphics::ClearColor(float r, float g, float b, float a)
{
	if (GraphicsGlobals::loadTasks == 0 && GraphicsGlobals::drawStarted)
	{
		D3D12_CPU_DESCRIPTOR_HANDLE renderTargetViewHandle;
		unsigned int renderTargetViewDescriptorSize;
		float color[4];

		// Get the render target view handle for the current back buffer.
		renderTargetViewHandle = GraphicsGlobals::renderTargetViewHeap->GetCPUDescriptorHandleForHeapStart();
		renderTargetViewDescriptorSize = GraphicsGlobals::device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);

		// Then set the color to clear the window to.
		color[0] = r;
		color[1] = g;
		color[2] = b;
		color[3] = a;

		GraphicsGlobals::commandList->ClearRenderTargetView(renderTargetViewHandle, color, 0, NULL);

		return;
	}
}

void Present();

void Project_SpaceTime::Graphics::EndDraw()
{
	if (GraphicsGlobals::drawStarted)
	{
		HRESULT result;

		GraphicsGlobals::commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(GraphicsGlobals::renderTargets[GraphicsGlobals::frameIndex], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));

		result = GraphicsGlobals::commandList->Close();
		if (FAILED(result))
		{
			GraphicsGlobals::drawStarted = false;
			return;
		}

		ID3D12CommandList* ppCommandLists[1] = { GraphicsGlobals::commandList };

		GraphicsGlobals::commandQueue->ExecuteCommandLists(1, ppCommandLists);

		Present();

		GraphicsGlobals::drawStarted = false;
		return;
	}
}

void MoveToNextFrame();

void Present()
{
	HRESULT result;

	result = GraphicsGlobals::swapChain->Present(1, 0);
	if (FAILED(result))
	{
		return;
	}

	MoveToNextFrame();
}

void MoveToNextFrame()
{
	// Schedule a Signal command in the queue.
	const UINT64 currentFenceValue = GraphicsGlobals::fenceValue[GraphicsGlobals::frameIndex];
	DX::ThrowIfFailed(GraphicsGlobals::commandQueue->Signal(GraphicsGlobals::fence, currentFenceValue));

	// Advance the frame index.
	GraphicsGlobals::frameIndex = GraphicsGlobals::swapChain->GetCurrentBackBufferIndex();

	// Check to see if the next frame is ready to start.
	if (GraphicsGlobals::fence->GetCompletedValue() < GraphicsGlobals::fenceValue[GraphicsGlobals::frameIndex])
	{
		DX::ThrowIfFailed(GraphicsGlobals::fence->SetEventOnCompletion(GraphicsGlobals::fenceValue[GraphicsGlobals::frameIndex], GraphicsGlobals::fenceEvent));
		WaitForSingleObjectEx(GraphicsGlobals::fenceEvent, INFINITE, FALSE);
	}

	// Set the fence value for the next frame.
	GraphicsGlobals::fenceValue[GraphicsGlobals::frameIndex] = currentFenceValue + 1;
}

The call "GraphicsGlobals::commandList->Close();" in the "EndDraw" function fails and I couldn't figure out what the problem might be. If I comment that line, it fails at "GraphicsGlobals::swapChain->Present(1, 0);".

void FirstLoad()
{
	firstLoaded = true;
	Graphics::Init(); // This method is too long to be posted here...
}
virtual void Run()
{
	CoreWindow^ window = CoreWindow::GetForCurrentThread();

	while (!windowClosed)
	{
		window->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
		if (!firstLoaded)
		{
			FirstLoad();
		}

		Graphics::BeginDraw();
		Graphics::ClearColor(0.5f,0.5f,0.5f,1.0f);
		Graphics::EndDraw();
		}
	}
}

This is the way I call those functions.

Edited by SilviuShader

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