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• ### Similar Content

• By Jiraya
For a 2D game, does using a float2 for position increases performance in any way?
I know that in the end the vertex shader will have to return a float4 anyway, but does using a float2 decreases the amount of data that will have to be sent from the CPU to the GPU?

• 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

# DX11 Depth buffer not working

This topic is 616 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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Hi Guys,

I am having trouble with my depth buffer in my project.

I am creating it as follows;

int Engine::DepthStencilCreate()
{
D3D11_TEXTURE2D_DESC descDepth;
descDepth.Width = nWidth;
descDepth.Height = nHeight;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = nFsaa;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
if (d3dDevice->CreateTexture2D(&descDepth, NULL, &pDepthStencil))
{
MessageBox(NULL, "Failed to create depth buffer", "Error", NULL);
return 1;
}

D3D11_DEPTH_STENCIL_DESC dsDesc;
dsDesc.DepthEnable = true;
dsDesc.DepthFunc = D3D11_COMPARISON_LESS;

// Stencil test parameters
dsDesc.StencilEnable = true;

// Stencil operations if pixel is front-facing
dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

// Stencil operations if pixel is back-facing
dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

// Create depth stencil state
if(d3dDevice->CreateDepthStencilState(&dsDesc, &pDSState))
{
MessageBox(NULL, "Failed to create depth stencil state", "Error", NULL);
return 1;
}

// Bind depth stencil state
d3dContext->OMSetDepthStencilState(pDSState, 1);

D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
descDSV.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;	//D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
descDSV.Flags = 0;

// Create the depth stencil view
//ID3D11DepthStencilView* pDSV;
if (d3dDevice->CreateDepthStencilView(pDepthStencil, &descDSV, &pDSV))
{
MessageBox(NULL, "Failed to create depth stencil view", "Error", NULL);
return 1;
}

// Bind the depth stencil view
d3dContext->OMSetRenderTargets(1,&d3dBackBuffer,pDSV);     // Depth stencil view for the render target

return 0;
}
The code runs perfectly without error and the DX11 debugger is not reporting any problems. I am also clearing it each frame.

Geometry is drawing over itself out of order as if the depth buffer is not turned on.

I can verify in the Graphical Debugger that the geometry is correct.

Any advice on why depth isn't working correctly would be greatly appreciated.

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At the moment I have to use the painters algorithm as depth isn't being adhered to.

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edit: ignore the following. Sanity has left the building.

logic coding error...see below

int Engine::DepthStencilCreate()
{
D3D11_TEXTURE2D_DESC descDepth;
descDepth.Width = nWidth;
descDepth.Height = nHeight;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = nFsaa;  // << look into this (try setting count to 1)
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;

//
// you see you're failing creation here when you 'do not' get your message box
// if (!) then log fail

if (d3dDevice->CreateTexture2D(&descDepth, NULL, &pDepthStencil))
{
MessageBox(NULL, "Failed to create depth buffer", "Error", NULL);
return 1;
}

//
// the rest looks fine
D3D11_DEPTH_STENCIL_DESC dsDesc;
dsDesc.DepthEnable = true;
dsDesc.DepthFunc = D3D11_COMPARISON_LESS;

// Stencil test parameters
dsDesc.StencilEnable = true;

// Stencil operations if pixel is front-facing
dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

// Stencil operations if pixel is back-facing
dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

// Create depth stencil state
if(d3dDevice->CreateDepthStencilState(&dsDesc, &pDSState))
{
MessageBox(NULL, "Failed to create depth stencil state", "Error", NULL);
return 1;
}

// Bind depth stencil state
d3dContext->OMSetDepthStencilState(pDSState, 1);

D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
descDSV.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;	//D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
descDSV.Flags = 0;

// Create the depth stencil view
//ID3D11DepthStencilView* pDSV;
if (d3dDevice->CreateDepthStencilView(pDepthStencil, &descDSV, &pDSV))
{
MessageBox(NULL, "Failed to create depth stencil view", "Error", NULL);
return 1;
}

// Bind the depth stencil view
d3dContext->OMSetRenderTargets(1,&d3dBackBuffer,pDSV);     // Depth stencil view for the render target

return 0;
}

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// you see you're failing creation here when you 'do not' get your message box // if (!) then log fail if (d3dDevice->CreateTexture2D(&descDepth, NULL, &pDepthStencil)) { MessageBox(NULL, "Failed to create depth buffer", "Error", NULL); return 1; }

The functions return zero on success, so the code is actually correct on that front.

I tried playing with the SampleDesc count, but changing that does result in an error as it needs to match the backbuffer SampleDesc count.

So, still no closer I'm afraid.

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Just worked out what was going on.

I had another call to OMSetRenderTargets() in my render target manager, but the last parameter was set to zero, causing the depth buffer to no longer be associated with the target.

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hmmm...that's a trip.
you're right. I don't like the way that looks, even though it's correct. Doesn't read well.

HRESULT test_okay = S_OK; // == 0L

if (test_okay)
MessageBox(0, L"not okay", L"fail", 0);
else
MessageBox(0, L"okay", L"good", 0); // <---- this path is traveled

Clearly I don't understand what I'm talking about.

+1 for getting it working.
Probably still should be using the FAILED or SUCCEEDED macro because we're looking for negative fail values,
and as you said, zero on success.

but if it's not broke... :) Edited by Goliath Forge

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hmmm...that's a trip.you're right. I don't like the way that looks, even though it's correct. Doesn't read well.

HRESULT test_okay = S_OK; // == 0L

if (test_okay)
MessageBox(0, L"not okay", L"fail", 0);
else
MessageBox(0, L"okay", L"good", 0); // <---- this path is traveled

Clearly I don't understand what I'm talking about.+1 for getting it working.Probably still should be using the FAILED or SUCCEEDED macro because we're looking for negative fail values,and as you said, zero on success.but if it's not broke... :)

Yeah, I see your point. I just looked up the macro and anything negative is a fail, so positive values will possibly give a false fail. Edited by DarkRonin