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About SquirrelPop

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  1. [quote name='Dawoodoz' timestamp='1339621560' post='4948937'] I would run the executable from PIX to see step by step where things go wrong. I would start by confirming that the texture contain what I expect. [/quote] I will give that a shot. Visual Studio 12 doesn't seem to be able to do any graphics debugging when DX is embedded in a Metro app, which is what I am doing. I'll give PIX a shot, but I'm not hopeful. I will probably need to extract this from the Metro container and just do a vanilla DirectX version in order to use the tools. Thank you.
  2. [quote name='xoofx' timestamp='1339643393' post='4949024'] Keep in mind that SamplerStateDescription (like in C++) is not initialized, so you should probably better set min/max lod... [/quote] I cut out those values to make the code paste shorter, but I do have them in there. [source] ComparisonFunction = Comparison.Never, MaximumAnisotropy = 16, MipLodBias = 0, MinimumLod = 0, MaximumLod = 16[/source] I didn't expect any difference, but I did try deleting them and I didn't see any effect, since I don't think those settings apply.
  3. I'm sending a array of data to the GPU (as a 1D texture) that I sample in my pixel shader. I use the data to draw a figure onto a quad in the PS. Everything's kosher until I zoom in. After getting very close, my figure is highly aliased with large stair-steps, even though I believe my sampler's filtering is set up correctly. What part of the equation am I missing here? I appreciate the suggestions! The following code is SharpDX, but the important parts should be easy to read. [source lang="csharp"] Texture1DDescription textureDesc = new Texture1DDescription(); t1dDesc.ArraySize = 1; t1dDesc.Usage = ResourceUsage.Immutable; t1dDesc.Width = dataArray.Length; t1dDesc.Format = Format.R32_Float; t1dDesc.BindFlags = BindFlags.ShaderResource; t1dDesc.CpuAccessFlags = CpuAccessFlags.None; t1dDesc.OptionFlags = ResourceOptionFlags.None; t1dDesc.MipLevels = 1; DataStream ds = DataStream.Create(dataArray, false, false, false); dataTexture = new Texture1D(d3dDevice, textureDesc, ds); ds.Dispose(); this.dataTextureView = new ShaderResourceView(d3dDevice, dataTexture); this.dataSampler = new SamplerState(d3dDevice, new SamplerStateDescription() { Filter = Filter.MinMagMipLinear, AddressU = TextureAddressMode.Clamp, AddressV = TextureAddressMode.Clamp, AddressW = TextureAddressMode.Clamp });[/source] HLSL: [source] float4 PS(PixelShaderInput input) : SV_TARGET { float4 color = float4(0,0,0,0); float dataValue = data.Sample(dataSampler, input.texcoord.x); if(input.texcoord.y <= dataValue) { color = dataValue; } return color; }[/source] [attachment=9452:Awful.jpg]