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tobr

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  1. Ok it works now. I rewrote the whole test program. Thanks guys!
  2. I have now tried to set the the UnordererdAccessViews like so:   UINT counters[2] = {mNumElements,0}; ID3D11UnorderedAccessView* uavs[2] = { mInputUAV, mOutputUAV }; md3dImmediateContext->CSSetUnorderedAccessViews(0, 2, uavs, counters); I still get the result 0 back. I cant find any error.
  3. Ok thanks, i understand. The problem is to set the initial counter for the buffer. I use the Effect11 Framework to set the UnordereredAccessViews (http://msdn.microsoft.com/en-us/library/windows/desktop/ff476783(v=vs.85).aspx). The methods seem to have no parameters to set the counter. That means i cant use the Effect11 Framwork to set an UnorderedAccessView to a ConsumeBuffer? I have to use the CSSetUnorderedAccessViews method..?
  4. The Count is specified in the UAV Description. (uavDesc.Buffer.NumElements = mNumElements;)   I checked both buffers in the shader with the getGimensions() function (http://msdn.microsoft.com/de-de/library/windows/desktop/ff471461%28v=vs.85%29.aspx) and they have both the right dimensions(numStructs and stride). But it seem they are empty...   Maybe there is an error on how i bind them. Do i have to bind both - the consume buffer and the append buffer with a UnorderedAccessVIew?    
  5. The Task is to compute the lengths of 64 3D Vectors in ComputeShader using a ConsumeStructuredBuffer as Input and AppendStructuredBuffer as Output. I always get the result 0 for the length. Even if i try to get the content of the ConsumeStructuredBuffer in the shader i always get 0.  I checked the Dimensions of the ConsumeBuffer and the AppendBuffer in Shader and it gets me the correct results.   Here is the code:   struct InputData { float3 data; }; struct OutputData { float data; }; ConsumeStructuredBuffer<InputData> gInput : register(u0); AppendStructuredBuffer<OutputData> gOutput : register(u1); [numthreads(64, 1, 1)] void CS(int3 dtid : SV_DispatchThreadID) { OutputData output; InputData input = gInput.Consume(); float len = length(input.data); output.data = len; gOutput.Append(output); } technique11 VecAdd { pass P0 { SetVertexShader( NULL ); SetPixelShader( NULL ); SetComputeShader( CompileShader(cs_5_0, CS() ) ); } }  And here ist the Code which created and sets the Buffers in C++:   struct InputData { //XMFLOAT3 data; float data[3]; }; struct OutputData { float data; }; std::vector<InputData> vecbuffer(64); // Initialize the vecbuffer with values [1,10] for(UINT i = 0; i < vecbuffer.size(); ++i) { vecbuffer.data[0] = MathHelper::RandF(1,10); vecbuffer.data[1] = MathHelper::RandF(1,10); vecbuffer.data[2] = MathHelper::RandF(1,10); } mNumElements = vecbuffer.size(); // Create a buffer to be bound as a shader input D3D11_BUFFER_DESC inputDesc; inputDesc.Usage = D3D11_USAGE_DEFAULT; inputDesc.ByteWidth = sizeof(InputData) * mNumElements; inputDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS; inputDesc.CPUAccessFlags = 0; inputDesc.StructureByteStride = sizeof(InputData); inputDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; D3D11_SUBRESOURCE_DATA vinitInputData; vinitInputData.pSysMem = &vecbuffer[0]; ID3D11Buffer* inputBuffer = 0; HR(md3dDevice->CreateBuffer(&inputDesc, &vinitInputData, &inputBuffer)); // Create a buffer the compute shader can write to D3D11_BUFFER_DESC outputDesc; outputDesc.Usage = D3D11_USAGE_DEFAULT; outputDesc.ByteWidth = sizeof(OutputData) * mNumElements; outputDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS; outputDesc.CPUAccessFlags = 0; outputDesc.StructureByteStride = sizeof(OutputData); outputDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; HR(md3dDevice->CreateBuffer(&outputDesc, 0, &mOutputBuffer)); D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; uavDesc.Format = DXGI_FORMAT_UNKNOWN; uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; uavDesc.Buffer.FirstElement = 0; uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND; uavDesc.Buffer.NumElements = mNumElements; HR(md3dDevice->CreateUnorderedAccessView(inputBuffer, &uavDesc, &mInputUAV)); HR(md3dDevice->CreateUnorderedAccessView(mOutputBuffer, &uavDesc, &mOutputUAV));   Has someone a solution or sees and error? I already tried the BindFlags with only D3D11_BIND_UNORDERED_ACCESS but its the same result.  
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