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DX11 Blending texture to backbuffer

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Hi everyone!

 

I have a full-screen texture with UI.

I need to blend it to backbuffer.

 

UI texture and Backbuffer have the same resolution, sample count, and format.

 

The only solution came to my mind is do it over full-screen quad with shaders.

 

Is there a better way to do the job?

 

Thanks in advance.

 

PS: I use DX11

Edited by Happy SDE

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So, like a HUD?

 

Couple thoughts come to mind. You can put the HUD element in NDC space by omitting any transformations in your shader, or, better yet, you could just use a orthographic projection matrix for the HUD elements, render the HUD last while also disabling the Z-Buffer.

 

Marcus Hansen

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So, like a HUD?

 

Couple thoughts come to mind. You can put the HUD element in NDC space by omitting any transformations in your shader, or, better yet, you could just use a orthographic projection matrix for the HUD elements, render the HUD last while also disabling the Z-Buffer.

I want to render all HUD elements in separate fullscreen texture.

After that I need to blend it with backbuffer.

 

I took the idea from here: DOOM (2016) - Graphics Study (User Interface section)

 

So I wonder, is there some shortcut method to blend 2 textures with the same size, format, and sample count in Direct3D?

Edited by Happy SDE

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Oh, I see like post-processing.

 

hmmm (there might be a better way to do it), in your pixel shader you could do something like this:

Where color1 would be your backbuffer, and color2 the offscreen texture for your HUD.

color1 = colorMapOne.Sample(sampler, texel.texCoord);
color2 = colorMapTwo.Sample(sampler, texel.texCoord);

blendColor = color1 * color2 * 2.0;

Marcus Hansen

Edited by markypooch

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So I wonder, is there some shortcut method to blend 2 textures with the same size, format, and sample count in Direct3D?

 

 

Nope. ID3D11DeviceContext::CopyResource comes closest but doesn't allow multi-sampled resources nor blending. So rendering a full-screen quad/triangle and blending it is.

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