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Matt Barr

DX11 HLSL: arrays as inout parameters

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Hey all. I've been working with compute shaders lately, and was hoping to build out some libraries to reuse code. As a prerequisite for my current project, I needed to sort a big array of data in my compute shader, so I was going to implement quicksort as a library function. My implementation was going to use an inout array to apply the changes to the referenced array.

I spent half the day yesterday debugging in visual studio before I realized that the solution, while it worked INSIDE the function, reverted to the original state after returning from the function.

My hack fix was just to inline the code, but this is not a great solution for the future.  Any ideas? I've considered just returning an array of ints that represents the sorted indices.

Edited by Matt Barr

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4 hours ago, Matt Barr said:

Hey all. I've been working with compute shaders lately, and was hoping to build out some libraries to reuse code. As a prerequisite for my current project, I needed to sort a big array of data in my compute shader, so I was going to implement quicksort as a library function. My implementation was going to use an inout array to apply the changes to the referenced array.

I spent half the day yesterday debugging in visual studio before I realized that the solution, while it worked INSIDE the function, reverted to the original state after returning from the function.

My hack fix was just to inline the code, but this is not a great solution for the future.  Any ideas? I've considered just returning an array of ints that represents the sorted indices.

If you can provide a simplest-possible repro I can test it against the latest compiler and file it with the team responsible for fixing it if it's still broken. If providing the shader is IP sensitive, I can provide you with an email address to send it to directly.

(I work for Microsoft)

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XMVECTOR upDirection = XMVectorSet(0, 1, 0, 0); g_ViewMatrix = DirectX::XMMatrixLookAtLH(eyePosition, focusPoint, upDirection); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Frame], 0, nullptr, &g_ViewMatrix, 0, 0); static float angle = 0.0f; angle += 90.0f * deltaTime; XMVECTOR rotationAxis = XMVectorSet(0, 1, 1, 0); g_WorldMatrix = DirectX::XMMatrixRotationAxis(rotationAxis, XMConvertToRadians(angle)); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Object], 0, nullptr, &g_WorldMatrix, 0, 0); } void Clear(const FLOAT clearColor[4], FLOAT clearDepth, UINT8 clearStencil) { g_d3dDeviceContext->ClearRenderTargetView(g_d3dRenderTargerView, clearColor); g_d3dDeviceContext->ClearDepthStencilView(g_d3dDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, clearDepth, clearStencil); } void Present(bool vSync) { if (vSync) { g_d3dSwapChain->Present(1, 0); } else { g_d3dSwapChain->Present(0, 0); } } void Render() { assert(g_d3dDevice); assert(g_d3dDeviceContext); Clear(Colors::CornflowerBlue, 1.0f, 0); //IA const UINT vertexStride = sizeof(VertexPosColor); const UINT offset = 0; g_d3dDeviceContext->IASetVertexBuffers(0, 1, &g_d3dVertexBuffer, &vertexStride, &offset); g_d3dDeviceContext->IASetInputLayout(g_d3dInputLayout); g_d3dDeviceContext->IASetIndexBuffer(g_d3dIndexBuffer, DXGI_FORMAT_R16_UINT, 0); g_d3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //VS g_d3dDeviceContext->VSSetShader(g_d3dVertexShader, nullptr, 0); g_d3dDeviceContext->VSGetConstantBuffers(0, NumConstantBuffers, g_d3dConstantBuffers); //RS g_d3dDeviceContext->RSSetState(g_d3dRasterizerState); g_d3dDeviceContext->RSSetViewports(1, &g_Viewport); //PS g_d3dDeviceContext->PSSetShader(g_d3dPixelShader, nullptr, 0); //OM g_d3dDeviceContext->OMSetRenderTargets(1, &g_d3dRenderTargerView, g_d3dDepthStencilView); g_d3dDeviceContext->OMSetDepthStencilState(g_d3dDepthStencilState, 1); //draw g_d3dDeviceContext->DrawIndexed(_countof(g_Indicies), 0, 0); Present(g_EnableVSync); } void CleanUp() { SafeRelease(g_d3dVertexShader); SafeRelease(g_d3dPixelShader); SafeRelease(g_d3dVertexBuffer); SafeRelease(g_d3dIndexBuffer); SafeRelease(g_d3dInputLayout); SafeRelease(g_d3dDepthStencilBuffer); for (size_t bufferID = 0; bufferID < NumConstantBuffers; bufferID++) { SafeRelease(g_d3dConstantBuffers[bufferID]); } SafeRelease(g_d3dDepthStencilState); SafeRelease(g_d3dRasterizerState); SafeRelease(g_d3dRenderTargerView); SafeRelease(g_d3dDepthStencilView); SafeRelease(g_d3dSwapChain); SafeRelease(g_d3dDeviceContext); SafeRelease(g_d3dDevice); }  
    • By Victor Rodriguez
      Hi there! Is the first time that I'm posting here so I'm sorry if I'm doing it wrong ha. 
      So here it comes, my doubt is, I'm doing a game with different levels, each of these levels in one different scene. Each scene contains to cameras that you can change pressing a button. Everything works fine. 
      The only problem is that I would like it to look a bit more professional, and I would like that if you finish the level with camera2, the next level start the same way. I've been thinking about using dontdestroyonloadon both cameras, but obviously this cameras need to be attached to the player to make the movement work, what do you recommend? Sorry If I've explained it in a messy way, and feel free to dm me for anything. Thanks in advance! 
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