• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • 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.
    • By evelyn4you
      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
       
       
    • By Endemoniada

      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
      Please help. Thank you.
  • Advertisement
  • Advertisement
Sign in to follow this  

DX11 Converting resources GPU/CPU

This topic is 566 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

bool TextureClass::Load(ENGINE *ge, WCHAR* filename)
{
	HRESULT result;

	// Load the texture in.
	result = D3DX11CreateShaderResourceViewFromFileW(ge->Graphics.dev, filename, NULL, NULL, &m_texture, NULL);
	if(FAILED(result))
	{
		return false;
	}

	ID3D11Resource *ppResource;
	m_texture->GetResource(&ppResource);
	D3D11_RESOURCE_DIMENSION pResourceDimension;
	ppResource->GetType(&pResourceDimension);

	auto txt=reinterpret_cast<ID3D11Texture2D*>( ppResource );
	pTexture=txt;

	txt->GetDesc(&odesc);
	desc=odesc;
	Width=(float)desc.Width;
	Height=(float)desc.Height;
	OnGPU=true;

	return true;
}

void TextureClass::Shutdown()
{
	// Release the texture resource.
	if(m_texture!=NULL)
	{
		pTexture->Release();
		pTexture=NULL;
		m_texture->Release();
		m_texture = NULL;
	}

}
bool TextureClass::TextureCreate(ENGINE *ge,int sx,int sy){
//	GE=ge;
	ZeroMemory(&desc,sizeof(desc));
	desc.Width = sx;
	desc.Height = sy;
	desc.MipLevels = 1;
	desc.ArraySize = 1;
	desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	desc.SampleDesc.Count = 1;
	desc.Usage = D3D11_USAGE_DYNAMIC;//D3D11_USAGE_DYNAMIC
	desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;//D3D11_BIND_SHADER_RESOURCE
	desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;//D3D11_CPU_ACCESS_WRITE
	desc.MiscFlags = 0;//D3D11_RESOURCE_MISC_GENERATE_MIPS
	odesc=desc;

	pTexture = NULL;
	HRESULT result=ge->Graphics.dev->CreateTexture2D( &desc, NULL, &pTexture );//this works. doesn't fail
	if(FAILED(result)) {
		return false;
	}

	result=ge->Graphics.dev->CreateShaderResourceView(pTexture,NULL,&m_texture);
	if(FAILED(result)){
		return false;
	}

	Width=(float)desc.Width;
	Height=(float)desc.Height;
	OnGPU=true;

	return true;
}
void TextureClass::ConvertToCPUMem(ENGINE *ge,bool CPUAccess){
		HRESULT hr;

		desc=odesc;
		desc.Usage = D3D11_USAGE_STAGING;
		desc.BindFlags = 0;
		if (CPUAccess) desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE;
		else desc.CPUAccessFlags=0;


		ID3D11Texture2D *pTexture2 = NULL;
		hr=ge->Graphics.dev->CreateTexture2D( &desc, NULL, &pTexture2 );
		ge->Graphics.devcon->CopyResource(pTexture2,pTexture);
		Shutdown();
		ge->Graphics.dev->CreateShaderResourceView(pTexture2,NULL,&m_texture);
		pTexture=pTexture2;
		OnGPU=false;
}
void TextureClass::ConvertToGraphicsMem(ENGINE *ge){
		HRESULT hr;

		desc=odesc;

		ID3D11Texture2D *pTexture2 = NULL;
		hr=ge->Graphics.dev->CreateTexture2D( &desc, NULL, &pTexture2 );
		ge->Graphics.devcon->CopyResource(pTexture2,pTexture);
		Shutdown();
		ge->Graphics.dev->CreateShaderResourceView(pTexture2,NULL,&m_texture);
		pTexture=pTexture2;
		OnGPU=true;
}

I am trying to minimize my GPU memory use by putting unused resources in CPU memory. This is what I came up with but it has problems.

 

I tested it by converting the CPU mem and then back followed by a render. It works fine for a few frames, then it disappears.

 

pTexture is a ID3D11Texture2D*

desc and odesc are D3D11_TEXTURE2D_DESC

 

 

Before you ask, I will eventually need this so that I can keep textures in CPU mem when not in use. I will have LOTS of textures and I don't want to load from disk every time I need to swap out.

Share this post


Link to post
Share on other sites
Advertisement

FYI the Windows video memory manager will do this for you automatically. Every time the driver submits a command buffer to the GPU, it includes a list of all resources that are referenced by those commands. The OS will then try to make sure that those resources are available in GPU memory, potentially moving things to or from system memory in order to make this happen. WDDM calls this concept "residency", and in D3D12 it's actually handled manually by the application.

Share this post


Link to post
Share on other sites

So the shader resources are not on in GPU memory already?

 

No, they are.

 

What will happen is that the move from GPU memory to CPU memory and back is handled automatically.

 

What "The OS will then try to make sure that those resources are available in GPU memory, potentially moving things to or from system memory" means is that if the resource is already in GPU memory then it doesn't need to be moved.

Share this post


Link to post
Share on other sites

Ok. Say I have 2Gb on my video card. If I load 3Gb's of images into my program, it will all be in CPU memory and will be passed to the video card when needed?

Share this post


Link to post
Share on other sites

Ok. Say I have 2Gb on my video card. If I load 3Gb's of images into my program, it will all be in CPU memory and will be passed to the video card when needed?

 

No.

 

What will likely happen is that each resource will go into video memory as it is loaded.  When you run out of video memory, the least-most-recently-used resource(s) will be swapped out of video memory to make room.

Share this post


Link to post
Share on other sites

If you have a 2GB video card, you should definitely make sure that you don't use more than 2GB of resources within any one frame, as this will cause the OS to move resources between GPU/CPU in the middle of your frame, which can add dozens of milliseconds of stalling :)

 

If you only ever use 1GB of resources per frame, but use 3GB of resources in total, then it's not too bad. Hopefully the OS will move resources between GPU/CPU only occasionally as required.

 

If the OS is doing a bad job though, then yes, you can micro-manage it yourself by destroying resources and recreating them later.

BTW, a lot of games do destroy GPU resources when they're not required, and do later re-load them from disk again. That's basically how all open-world games work :wink:

Share this post


Link to post
Share on other sites

Thanks guys/galls, that info is what I needed. Now I have to come up with a way to scale resources according to the GPU memory. I already have a detection function for the available memory, so now I need to use it.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement