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Gama_Quant

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About Gama_Quant

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  1. Hi, I would like to export 3D Volumetric data to some "standard" format like VRML, X3D or PDF (which is now capable to handle 3D graphics), but I've noticed, that however there are some new format specifications (e.g. for X3D), that provide some way to save volumetric data, the problem is, that there is only a few (or none) visualization tools that can handle these new format extensions. Or am I wrong? As far as I know, there is always good support for mesh geometry, but Volumetric data are a bit different story... Could someone suggest some format for volumetric data export, that is wide-spread and the viewers as well (freeware in best case)? Thanks a lot.
  2. [quote name='xoofx' timestamp='1340095177' post='4950517'] You should setup the OIT_StartOffsetBuffer variable on the Effect (using AsUnorderedAccessView() on the variable) and not directly using OMSetRenderTargetsAndUnorderedAccessViews. (Check Effects11/EffectRuntime.cpp:205 in the DirectX SDK). [/quote] Yes, you're right, I've just started analyzing Effects11 and found it myself... I've also noticed, that Effects11 provide no supposrt for setting UAV Counter initial value. So I had to change it a bit... Now it seems to be working properly. Thanks a lot to everyone. To sum up this topic: [quote]If you're using Effects11 framework and want to bind UnorderedAccessView to shader to write to,do NOT use OMSetRenderTargetsAndUnorderedAccessViews (has no effect), use ID3DX11EffectUnorderedAccessViewVariable::SetUnorderedAccessView(pUAV) instead. Beware that standard Effect11 framework does NOT provide any way to set UAVs counters initial values! (but can be quickly/easily coded)[/quote] I
  3. Oh, it's just a bad copy&paste... Of course in the code the call is uncommented like this: [CODE] ID3D11UnorderedAccessView * apUAVs[1] = { m_pDX_UAV }; // Initialize UAV counters UINT initCounters[] = { 0 }; // bind render targets & UAVs m_pDevCon->OMSetRenderTargetsAndUnorderedAccessViews(0,NULL, NULL, 0, 1, &(apUAVs[0]), initCounters); [/CODE] The previous setting of render targets to NULL is really redundant. Thanks. But it doesn't solve the binding problem. I used PIX to track the API calls and found out, that DX Effect framework is actually working with UAVs and binding them to shaders. Now I'm confused twice more, than I was before... [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] It seems, that Effect framework completely overrides standard API calls. Oh my... Does anybody have any experience with Effect framework and using UAVs? When I used PIX, the app crashed. This is a part of log that proves, that UAVs are set by Effect framework, thus making apps UAV related calls redundant: [source lang="cpp"] ... PRE: <this=0x09fb1648>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(0, NULL, NULL, 0, 1, 0x00B575FC, 0x00B575F0) // this is apps call Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(0, NULL, NULL, 0, 1, 0x00B575FC, 0x00B575F0) Frame 000001 ........PRE: <this=0x09fb13e0>ID3D11Device::CreateInputLayout(0x0CF86490, 3, 0x2B04514C, 26616, 0x00B5777C) D3D11: INFO: Create InputLayout: Name="unnamed", Addr=0x0872DBF4, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097264: CREATE_INPUTLAYOUT ] Frame 000001 ............PRE: AddObject(D3D11 Input Layout, 0x09F49988, 0x0872DBF4) Frame 000001 ............POST: <TRUE> AddObject(D3D11 Input Layout, 0x09F49988, 0x0872DBF4) Frame 000001 ........POST: <S_OK><this=0x09fb13e0> ID3D11Device::CreateInputLayout(0x0CF86490, 3, 0x2B04514C, 26616, 0x00B5777C) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::IASetInputLayout(0x09F49988) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::IASetInputLayout(0x09F49988) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x2ADF9768, 0x00B57770, 0x00B57764) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x2ADF9768, 0x00B57770, 0x00B57764) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::IASetIndexBuffer(0x0A0072B8, DXGI_FORMAT_R16_UINT, 0) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::IASetIndexBuffer(0x0A0072B8, DXGI_FORMAT_R16_UINT, 0) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::UpdateSubresource(0x09F55D58, 0, NULL, 0x2B0A3694, 784, 784) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::UpdateSubresource(0x09F55D58, 0, NULL, 0x2B0A3694, 784, 784) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x2B0A4BC4) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x2B0A4BC4) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::VSSetShader(0x09F53290, NULL, 0) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::VSSetShader(0x09F53290, NULL, 0) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x2B0A4BEC) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x2B0A4BEC) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(-1, NULL, NULL, 0, 1, 0x2B0A4BF4, 0x0D1E3860) // this is Effect framework call ... [/source]
  4. Hi, I'm trying to implement Order Independent Transparency in DX11 as described [url="http://www4.atword.jp/cathy39/category/direct3d11/oit-direct3d11/"]here[/url] , but I've got stuck with following problem: It seems that my app is unable to bind UnorderedAccessView to proper slot of the pixel shader. (I'm using DX11 Effect framework for shaders...) Although I think I bind them correctly, I'm getting this debug message: [quote] D3D11: INFO: ID3D11DeviceContext::DrawIndexed: The Pixel Shader unit expects an Unordered Access View at Slot 0, but none is bound. This is OK, as reads of an unbound Unordered Access View are defined to return 0 and writes are ignored. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Unordered Access View here. [ EXECUTION INFO #2097374: DEVICE_UNORDEREDACCESSVIEW_NOT_SET ] [/quote] relevant pixel shader part (just write value of 5 to every affected pixel...), compiled under ps_5_0: [CODE] ... RWByteAddressBuffer OIT_StartOffsetBuffer : register( u0 ); [earlydepthstencil] void PS_StoreFragments( PS_INPUT input) { uint x = input.position.x; uint y = input.position.y; // Read and update Start Offset Buffer. uint uIndex = y * iScreenWidth + x; // get offset from position uint uStartOffsetAddress = 4 * uIndex; uint uOldStartOffset; OIT_StartOffsetBuffer.InterlockedExchange( uStartOffsetAddress, 5, uOldStartOffset ); return; } ... [/CODE] Here is how my app is trying to bind the UAVs: [CODE] ID3D11RenderTargetView* pViewNULL[ 1 ] = { NULL }; ID3D11DepthStencilView* pDSVNULL = NULL; m_pDevCon->OMSetRenderTargets( 1, pViewNULL, pDSVNULL ); ID3D11UnorderedAccessView * apUAVs[1] = { m_pDX_UAV }; // Initialize UAV counters UINT initCounters[] = { 0 }; // bind render targets & UAVs m_pDevCon->OMSetRenderTargetsAndUnorderedAccessViews(0,NULL, NULL, 0, 1, &(apUAVs[0]), initCounters); [/CODE] Here is how I create m_pDX_UAV: [CODE] bool CreateUAV(UINT uiWidth, UINT uiHeight, UINT uiItemByteSize) { uiWidth = max(1,uiWidth); uiHeight = max(1,uiHeight); lx_uint32 itemCount = uiWidth * uiHeight; uiByteSize = itemCount * uiItemByteSize; // create buffer D3D11_BUFFER_DESC descBuf; memset( &descBuf, 0, sizeof( descBuf ) ); descBuf.StructureByteStride = uiItemByteSize; descBuf.ByteWidth = uiByteSize; descBuf.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS; descBuf.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE; if (FAILED( m_pDev->CreateBuffer( &descBuf, NULL, &m_pDX_Buffer ) )) { return false; } // create UAV D3D11_UNORDERED_ACCESS_VIEW_DESC descUAV; memset( &descUAV, 0, sizeof( descUAV ) ); descUAV.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; descUAV.Buffer.FirstElement = 0; descUAV.Format = DXGI_FORMAT_R32_TYPELESS; descUAV.Buffer.NumElements = itemCount; descUAV.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW; if (FAILED( m_pDev->CreateUnorderedAccessView( m_pDX_Buffer, &descUAV, &m_pDX_UAV ) )) { return false; } // create SRV D3D11_SHADER_RESOURCE_VIEW_DESC descSRV; descSRV.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; descSRV.Buffer.FirstElement = 0; descSRV.Buffer.NumElements = itemCount; descSRV.Format = DXGI_FORMAT_R32_UINT; descSRV.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW; descSRV.BufferEx.FirstElement =0; descSRV.BufferEx.NumElements = itemCount; if (FAILED( m_pDev->CreateShaderResourceView( m_pDX_Buffer, &descSRV, &m_pDX_SRV ) )) { return false; } return true; } [/CODE] Does anybody have any idea, why is this happening? Is the binding of UAVs to shader and applying shader pass via: ID3DX11EffectPass::Apply(...) order sensitive? (now I first bind UAVs and then ::Apply() shader.). Do I need to bind DepthStencilView? Thanks for any suggestion.
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