• Advertisement

• ### Popular Now

• 11
• 13
• 12
• 10
• 11
• 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.

• 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
Please help. Thank you.
• Advertisement
• Advertisement

# DX11 Issue with the binding of 2 texture

## Recommended Posts

Hi,

I've got a issue with the binding of a texture in my Directx11 programme. I have 2 textures that i must pass to the pixel shader, one is a Texture3D and the other is a Texture2D from a render to texture. So i give it to the Pixel Shader like this  specifying the  register index.

deviceContext->PSSetShaderResources(0, 1, &backfaceTexture);
deviceContext->PSSetShaderResources(1, 1, &volumeTexture);

In the pixel shader i declare the 2 textures like this.

Texture2D backFaceTexture : register(t0);
Texture3D volumeTexture : register(t1);

And when i use it, the backface texture is empty an the volume texture contains the backface texture.

But when i use the graphics debugger from Visual Studio i can see that my 2 textures are correctly load in the GPU

If someone have any idea why is not working

#### Share this post

##### Share on other sites
Advertisement

Hi Snake996,

looking at the documentation for the call - MSDN it implies that you can pass in the calls in a single array, have you tried passing both in in a single call?

Cheers

Steve

#### Share this post

##### Share on other sites

Hi Steve

I already try to pass in a array but there two different type of textures, one is 3d and the other is 2d.

So in the shader i can't declare a array of a 3d and 2d textures.

Thank for reply

#### Share this post

##### Share on other sites

What happens if you remove the register code in the shader?

#### Share this post

##### Share on other sites

HI Snake,

I'm more thinking about doing the following in your code:

ID3D11ShaderResourceView* srvs [2];
srvs[0] = backFaceTexture.Get();
srvs[1] = volumeTexture.Get();
deviceContext->PSSetShaderResources(0, ARRAYSIZE(srvs), srvs)

Rather than changing any of the shader code. Although doing a quick google search, this link implies that your code and mine are equivalent (was hoping that it would be something like that).

The only other thing I can suggest is having a look at the Rastertek series - Multitexturing. And see if there's anything obvious between that and your code.

Good luck!

Steve

#### Share this post

##### Share on other sites
Quote
1 hour ago, Syntac_ said:

What happens if you remove the register code in the shader?

I already try that at the beginning of my issue.

1 hour ago, Steven Ford said:

HI Snake,

I'm more thinking about doing the following in your code:

ID3D11ShaderResourceView* srvs [2];
srvs[0] = backFaceTexture.Get();
srvs[1] = volumeTexture.Get();
deviceContext->PSSetShaderResources(0, ARRAYSIZE(srvs), srvs)

Rather than changing any of the shader code. Although doing a quick google search, this link implies that your code and mine are equivalent (was hoping that it would be something like that).

The only other thing I can suggest is having a look at the Rastertek series - Multitexturing. And see if there's anything obvious between that and your code.

Good luck!

Steve

I have already find this post on stackoverflow ans read the Rastertek tutorial, but it's doesn't help me.

when using Texture Arrays it's necessary to declare a array of textures 2d in the shader.

Texture2D arrayTextures[2];

but i have a Texture3D and Texture2D.

#### Share this post

##### Share on other sites

Yeah, that doesn't really work. Keep your shader as is. The problem is likely elsewhere.

The log you show only demonstrates your intention, not necessarily the result. I guess you have a (temporary) read write hazard, which the pipeline forbids and resets. Since one is called backFaceTexture I expect it was a rendertarget at some point. Reset the rendertarget (output merger stage) to null before setting the SRV.

To make sure: turn up the DX debug layer (which immediately reports such things) and/or dig deeper, e.g. with renderdoc and check if the SRV slots are actually set.

Edit: Be warned about that Rastertek article, it's misleading. He confuses texture arrays with, well, arrays of textures. A texture array is one resource (and then one SRV / slot) with several slices similar to a 3D texture. In HLSL this is explicitly written as Texture2DArray . On the other hand Texture2D blah[2] will generate two slots.

Edited by unbird
WTF: I did NOT put those ad links in :(

## Create an account or sign in to comment

You need to be a member in order to leave a comment

## Create an account

Sign up for a new account in our community. It's easy!

Register a new account

## Sign in

Already have an account? Sign in here.

Sign In Now

• Advertisement