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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.
If i add a
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.
I have read many publications about this, but some crucial portions are still not clear to me.
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 dx11 drawIndexed cost overhead time

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The scene is a box draw with  a simple shader.

In a demo the drawIndexed cost 0.000160 ms, but in my engine cost 0.1 ms.

They use same mesh, same input layout, same shader, same renderstate .

Why drawIndexed cost  so much?  I 'm not sure the if drawIndexed return immediate or not ?

I 'm suspect that the quicker one use a defered context and the slower one use async context, they are in c++ project.

However they use the same code to create context :

UINT createDeviceFlags = 0;
#if defined(DEBUG) || defined(_DEBUG)
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

D3D_FEATURE_LEVEL featureLevel;
HRESULT hr = D3D11CreateDevice(
0,                 // default adapter
_driverType,
0,                 // no software device
createDeviceFlags,
0, 0,              // default feature level array
D3D11_SDK_VERSION,
&_device,
&featureLevel,
&_context);

Have you ever meet this situation ? one draw call cost a great num of time.
Would wrong state will cause drawIndexed slower?
Edited by poigwym

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Yes, all D3D drawing functions are async, in that they just push commands into a queue, and the GPU consumes that queue at a (much) later point in the future.

When you run your game with D3D11_CREATE_DEVICE_DEBUG, do any warnings or errors get printed to the visual studio Output window?
BTW, instead of using an #ifdef for this, I find that it's very useful to allow a command line argument to determine whether this flag will be used, so that it's possible to enable D3D debugging in a release build when required.

To make sure that you're not generating any warnings or errors, run this code after you create the device, which tells Visual Studio to trigger a breakpoint when any D3D warnings/errors occur:
ID3D11InfoQueue* m_debugInfoQueue = 0;
m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_debugInfoQueue);
if (m_debugInfoQueue)
{
m_debugInfoQueue->SetBreakOnSeverity( D3D11_MESSAGE_SEVERITY_CORRUPTION, TRUE );
m_debugInfoQueue->SetBreakOnSeverity( D3D11_MESSAGE_SEVERITY_ERROR, TRUE );
m_debugInfoQueue->SetBreakOnSeverity( D3D11_MESSAGE_SEVERITY_WARNING, TRUE );
}
Lastly, are you testing a debug build or a release build? :) Edited by Hodgman

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Lastly, are you testing a debug build or a release build? :)

I  have not make any product , so all my program are DEBUG version.

How to paste code like yours ? and how to make this thing -> :) ?

I shut down all warnings.. I run you code and crash.

Edited by poigwym

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The biggest difference I think is my engine open a c++ console for printing message.

Edited by poigwym

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I  have not make any product , so all my program are DEBUG version.

Debug builds will always be extremely slow - never use them for testing performance.
Specifying the D3D11_CREATE_DEVICE_DEBUG flag when creating a D3D device will ruin performance too.

How to paste code like yours ?

[code]blah[/code]

I run you code and crash.

Where and what kind?

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I  have not make any product , so all my program are DEBUG version.

Debug builds will always be extremely slow - never use them for testing performance.
Specifying the D3D11_CREATE_DEVICE_DEBUG flag when creating a D3D device will ruin performance too.




You are right !! I shut down the D3D11_CREATE_DEVICE_DEBUG  and can easily draw thousands of boxes over 100 + fps.

But if I switch to RELEASE version, how can I debug ?  Those debug info will be dumped.  I 'm coding on visual stdio 2013.

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You should use visual studio's debug builds when you want to use breakpoints to step through your code line by line, and otherwise use release.

You should use the D3D11_CREATE_DEVICE_DEBUG flag to check for errors in your usage of the D3D API, and otherwise disable that flag.

i.e. switch back and forth between these 4 different modes depending on your current task.