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• ### Similar Content

• By Jiraya
For a 2D game, does using a float2 for position increases performance in any way?
I know that in the end the vertex shader will have to return a float4 anyway, but does using a float2 decreases the amount of data that will have to be sent from the CPU to the GPU?

• 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.
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.
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

# DX11 Strange tessellation pattern

## Recommended Posts

Am trying a basebones tessellation shader and getting unexpected result when increasing the tessellation factor. Am rendering a group of quads and trying to apply tessellation to them.

OutsideTess = (1,1,1,1), InsideTess= (1,1)

OutsideTess = (1,1,1,1), InsideTess= (2,1)

I expected 4 triangles in the quad, not two. Any idea of whats wrong?

Structs:

struct PatchTess
{
float mEdgeTess[4] : SV_TessFactor;
float mInsideTess[2] : SV_InsideTessFactor;
};

struct VertexOut
{
float4 mWorldPosition : POSITION;
float mTessFactor : TESS;
};

struct DomainOut
{
float4 mWorldPosition : SV_POSITION;
};

struct HullOut
{
float4 mWorldPosition : POSITION;
};

PatchTess PatchHS(InputPatch<VertexOut, 3> inputVertices)
{
PatchTess patch;

patch.mEdgeTess[ 0 ] = 1;
patch.mEdgeTess[ 1 ] = 1;
patch.mEdgeTess[ 2 ] = 1;
patch.mEdgeTess[ 3 ] = 1;

patch.mInsideTess[ 0 ] = 2;
patch.mInsideTess[ 1 ] = 1;

return patch;
}

[partitioning("fractional_odd")]
[outputtopology("triangle_ccw")]
[outputcontrolpoints(4)]
[patchconstantfunc("PatchHS")]
[maxtessfactor( 64.0 )]
HullOut hull_main(InputPatch<VertexOut, 3> verticeData, uint index : SV_OutputControlPointID)
{
HullOut ret;

ret.mWorldPosition = verticeData[index].mWorldPosition;

return ret;
}

[domain("quad")]
DomainOut domain_main(PatchTess patchTess, float2 uv : SV_DomainLocation, const OutputPatch<HullOut, 4> quad)
{
DomainOut ret;

const float MipInterval = 20.0f;

ret.mWorldPosition.xz = quad[ 0 ].mWorldPosition.xz * ( 1.0f - uv.x ) * ( 1.0f - uv.y )
+ quad[ 1 ].mWorldPosition.xz * uv.x * ( 1.0f - uv.y )
+ quad[ 2 ].mWorldPosition.xz * ( 1.0f - uv.x ) * uv.y
+ quad[ 3 ].mWorldPosition.xz * uv.x * uv.y ;
ret.mWorldPosition.w = 1;

ret.mWorldPosition = mul( gFrameViewProj, ret.mWorldPosition );

return ret;
}

Any ideas what could be wrong with these shaders?

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I has been a long time since I touched graphics, but if I remember correctly OutsideTess tells how to split edges, while InsideTess tells how to split inside surface (quad in this case).

Using output OutsideTess = (1,1,1,1), InsideTess= (2,1) essentially tells it to split 1 quad into 3 triangles, but have only 4 vertices in total. That's quite impossible so it doesn't make anything sensible. Try using OutsideTess = (2,2,2,2), InsideTess= (2,2).

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Still wierd sadly. Must be something wrong with the shaders but I cant figure out why? The vertex/index buffers must be legit as per first screenshot is fine...