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Found 186 results

  1. Hi Guys, Does anyone know how to grab a video frame on to DX texture easily just using Windows SDK? or just play video on DX texture easily without using 3rd party library? I know during DX9 ages, there is a DirectShow library to use (though very hard to use). After a brief search, it seems most game dev settled down with Bink and leave all hobbyist dx programmer struggling.... Having so much fun play with Metal video playback (super easy setup just with AVKit, and you can grab movie frame to your metal texture), I feel there must be a similar easy path for video playback on dx12 but I failed to find it. Maybe I missed something? Thanks in advance for anyone who could give me some path to follow
  2. Hello guys, I have a texture of format DXGI_FORMAT_B8G8R8A8_UNORM_SRGB. Is there a way to create shader resource view for the texture so that I could read it as RGBA from the shader instead of reading it specifically as BGRA? I would like all the textures to be read as RGBA. Tx
  3. Hello guys, I am wondering why D3D12 resource size has type UINT64 while resource view size is limited to UINT32. typedef struct D3D12_RESOURCE_DESC { … UINT64 Width; … } D3D12_RESOURCE_DESC; Vertex buffer view can be described in UINT32 types. typedef struct D3D12_VERTEX_BUFFER_VIEW { D3D12_GPU_VIRTUAL_ADDRESS BufferLocation; UINT SizeInBytes; UINT StrideInBytes; } D3D12_VERTEX_BUFFER_VIEW; For the buffer we can specify offset for the first element as UINT64 but the buffer view should still be defined in UINT32 terms. typedef struct D3D12_BUFFER_SRV { UINT64 FirstElement; UINT NumElements; UINT StructureByteStride; D3D12_BUFFER_SRV_FLAGS Flags; } D3D12_BUFFER_SRV; Does it really mean that we can create, for instance, structured buffer of floats having MAX_UNIT64 elements (MAX_UNIT64 * sizeof(float) in byte size) but are not be able to create shader resource view which will enclose it completely since we are limited by UINT range? Is there a specific reason for this? HLSL is restricted to UINT32 values. Calling function GetDimensions() on the resource of UINT64 size will not be able to produce valid values. I guess, it could be one of the reasons. Thanks!
  4. So I was reading the presentation Practical DirectX 12 - Programming Model and Hardware Capabilities again and finally decided to tackle proper command list submission. Things mentioned in the document regarding this subject: Aim for (per-frame): ● 15-30 Command Lists ● 5-10 ‘ExecuteCommandLists’ calls Each ‘ ExecuteCommandLists’ has a fixed CPU overhead ● Underneath this call triggers a flush ● So batch up command lists Try to put at least 200μs of GPU work in each ‘ExecuteCommandLists’, preferably 500μs Small calls to ‘ExecuteCommandLists’ complete faster than the OS scheduler can submit new ones OS takes ~60μs to schedule upcoming work So basically I want to estimate how long my draw calls take. Benchmarking for a particular piece of hardware seems impractical. So given the stats primitive count, pixel count(approximately how many screen space pixels the call will be rendered to), and some precomputed metric associated with shader ALU complexity(like # of alu ops) do you think that I can get a reasonable estimation of how much time a draw call will take? What do you do to take this into account? What about other things like transitions? I can only think of actual measurement in this case.
  5. Hello! Is it possible to mix ranges of samplers and ranges of SRVs and ranges of UAVs in one root parameter descriptor table? Like so: D3D12_DESCRIPTOR_RANGE ranges[3]; D3D12_ROOT_PARAMETER param; param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; param.DescriptorTable.NumDescriptorRanges = 3; param.DescriptorTable.pDescriptorRanges = ranges; range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; .. range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; .. range[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; .. I wonder especially about CopyDescriptors, that will need to copy a range of D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER and a range of D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV. Thanks if anyone knows (while I try it :)) .P
  6. Case 1: device->CreatePlacedResource(heap, 0, resDesc1, state_render_target, nullptr, IID..(resource1)) // success device->CreatePlacedResource(heap, 0, resDesc1, state_pixel_shader, nullptr, IID..(resource2)) // success device->CreateCommitedResource(...) fails Case 2: (what I want to accomplish) device->CreatePlacedResource(heap, 0, resDesc1, state_render_target, nullptr, IID..(resource1)) // success device->CreatePlacedResource(heap, 0, resDesc2, state_pixel_shader, nullptr, IID..(resource2)) // fails (total size of texture described in resDesc2 is equal or less than the heap used, both cases fail) I need to render to RTV in one format then without copying, to read from it as SRV using another format. Is this the way I should try to do it?
  7. Hello guys, I am working on implementing deferred texturing tecnique. I have screen-space material ID texture from render G-Buffer pass for which I would like to calculate screen space rectangles encompasing material IDs used for the same mesh type. By mesh type I refer to one pipeline state object permutation used for G-Buffer shading pass. Those screen space rectangles are later used to shade G-Buffer based on mesh type as described in article Deferred+ from GPU Zen. My compute shader pass for calculating encompasing rectangles does not produce expected results. I did some debugging with PIX and I can see that PIX for some reason does not show g_MaterialIDTexture and g_MeshTypePerMaterialIDBuffer in the list of binded resources. When I step with debugger through the shader code, reading g_MaterialIDTexture and MeshTypePerMaterialIDBuffer is skipped. You can see the shader below. groupshared uint2 g_ScreenMinPoints[NUM_MESH_TYPES]; groupshared uint2 g_ScreenMaxPoints[NUM_MESH_TYPES]; #define NUM_THREADS_PER_GROUP (NUM_THREADS_X * NUM_THREADS_Y) cbuffer AppDataBuffer : register(b0) { AppData g_AppData; } RWStructuredBuffer<uint2> g_ShadingRectangleMinPointBuffer : register(u0); RWStructuredBuffer<uint2> g_ShadingRectangleMaxPointBuffer : register(u1); Texture2D<uint> g_MaterialIDTexture : register(t0); Buffer<uint> g_MeshTypePerMaterialIDBuffer : register(t1); [numthreads(NUM_THREADS_X, NUM_THREADS_Y, 1)] void Main(uint3 globalThreadId : SV_DispatchThreadID, uint localThreadIndex : SV_GroupIndex) { for (uint index = localThreadIndex; index < NUM_MESH_TYPES; index += NUM_THREADS_PER_GROUP) { g_ScreenMinPoints[index] = uint2(0xffffffff, 0xffffffff); g_ScreenMaxPoints[index] = uint2(0, 0); } GroupMemoryBarrierWithGroupSync(); if ((globalThreadId.x < g_AppData.screenSize.x) && (globalThreadId.y < g_AppData.screenSize.y)) { uint materialID = g_MaterialIDTexture[globalThreadId.xy]; uint meshType = g_MeshTypePerMaterialIDBuffer[materialID]; InterlockedMin(g_ScreenMinPoints[meshType].x, globalThreadId.x); InterlockedMin(g_ScreenMinPoints[meshType].y, globalThreadId.y); InterlockedMax(g_ScreenMaxPoints[meshType].x, globalThreadId.x); InterlockedMax(g_ScreenMaxPoints[meshType].y, globalThreadId.y); } GroupMemoryBarrierWithGroupSync(); for (uint index = localThreadIndex; index < NUM_MESH_TYPES; index += NUM_THREADS_PER_GROUP) { InterlockedMin(g_ShadingRectangleMinPointBuffer[index].x, g_ScreenMinPoints[index].x); InterlockedMin(g_ShadingRectangleMinPointBuffer[index].y, g_ScreenMinPoints[index].y); InterlockedMax(g_ShadingRectangleMaxPointBuffer[index].x, g_ScreenMaxPoints[index].x); InterlockedMax(g_ShadingRectangleMaxPointBuffer[index].y, g_ScreenMaxPoints[index].y); } } I checked DXBC output and it does not include them either. // // Generated by Microsoft (R) HLSL Shader Compiler 10.1 // // // Buffer Definitions: // // cbuffer AppDataBuffer // { // // struct AppData // { // // float4x4 viewMatrix; // Offset: 0 // float4x4 viewInvMatrix; // Offset: 64 // float4x4 projMatrix; // Offset: 128 // float4x4 projInvMatrix; // Offset: 192 // float4x4 viewProjMatrix; // Offset: 256 // float4x4 viewProjInvMatrix; // Offset: 320 // float4x4 prevViewProjMatrix; // Offset: 384 // float4x4 prevViewProjInvMatrix;// Offset: 448 // float4x4 notUsed1; // Offset: 512 // float4 cameraWorldSpacePos; // Offset: 576 // float4 cameraWorldFrustumPlanes[6];// Offset: 592 // float cameraNearPlane; // Offset: 688 // float cameraFarPlane; // Offset: 692 // float2 notUsed2; // Offset: 696 // uint2 screenSize; // Offset: 704 // float2 rcpScreenSize; // Offset: 712 // uint2 screenHalfSize; // Offset: 720 // float2 rcpScreenHalfSize; // Offset: 728 // uint2 screenQuarterSize; // Offset: 736 // float2 rcpScreenQuarterSize; // Offset: 744 // float4 sunWorldSpaceDir; // Offset: 752 // float4 sunLightColor; // Offset: 768 // float4 notUsed3[15]; // Offset: 784 // // } g_AppData; // Offset: 0 Size: 1024 // // } // // Resource bind info for g_ShadingRectangleMinPointBuffer // { // // uint2 $Element; // Offset: 0 Size: 8 // // } // // Resource bind info for g_ShadingRectangleMaxPointBuffer // { // // uint2 $Element; // Offset: 0 Size: 8 // // } // // // Resource Bindings: // // Name Type Format Dim HLSL Bind Count // ------------------------------ ---------- ------- ----------- -------------- ------ // g_ShadingRectangleMinPointBuffer UAV struct r/w u0 1 // g_ShadingRectangleMaxPointBuffer UAV struct r/w u1 1 // AppDataBuffer cbuffer NA NA cb0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // no Input // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // no Output 0x00000000: cs_5_0 0x00000008: dcl_globalFlags refactoringAllowed | skipOptimization 0x0000000C: dcl_constantbuffer CB0[45], immediateIndexed 0x0000001C: dcl_uav_structured u0, 8 0x0000002C: dcl_uav_structured u1, 8 0x0000003C: dcl_input vThreadIDInGroupFlattened 0x00000044: dcl_input vThreadID.xy 0x0000004C: dcl_temps 2 0x00000054: dcl_tgsm_structured g0, 8, 1 0x00000068: dcl_tgsm_structured g1, 8, 1 0x0000007C: dcl_thread_group 16, 16, 1 // // Initial variable locations: // vThreadID.x <- globalThreadId.x; vThreadID.y <- globalThreadId.y; vThreadID.z <- globalThreadId.z; // vThreadIDInGroupFlattened.x <- localThreadIndex // #line 22 "D:\GitHub\RenderSDK\Samples\Bin\DynamicGI\Shaders\CalcShadingRectanglesCS.hlsl" 0 0x0000008C: mov r0.x, vThreadIDInGroupFlattened.x 1 0x0000009C: mov r0.y, r0.x 2 0x000000B0: loop 3 0x000000B4: mov r0.z, l(1) 4 0x000000C8: ult r0.z, r0.y, r0.z 5 0x000000E4: breakc_z r0.z #line 24 6 0x000000F0: store_structured g0.x, l(0), l(0), l(-1) 7 0x00000114: store_structured g0.x, l(0), l(4), l(-1) #line 25 8 0x00000138: mov r0.zw, l(0,0,0,0) 9 0x00000158: store_structured g1.x, l(0), l(0), r0.z 10 0x0000017C: store_structured g1.x, l(0), l(4), r0.w #line 26 11 0x000001A0: mov r0.z, l(256) 12 0x000001B4: iadd r0.y, r0.z, r0.y 13 0x000001D0: endloop #line 27 14 0x000001D4: sync_g_t #line 29 15 0x000001D8: ult r0.x, vThreadID.x, cb0[44].x 16 0x000001F4: ult r0.y, vThreadID.y, cb0[44].y 17 0x00000210: and r0.x, r0.y, r0.x 18 0x0000022C: if_nz r0.x #line 34 19 0x00000238: atomic_umin g0, l(0, 0, 0, 0), vThreadID.x #line 35 20 0x0000025C: atomic_umin g0, l(0, 4, 0, 0), vThreadID.y #line 37 21 0x00000280: atomic_umax g1, l(0, 0, 0, 0), vThreadID.x #line 38 22 0x000002A4: atomic_umax g1, l(0, 4, 0, 0), vThreadID.y #line 39 23 0x000002C8: endif #line 40 24 0x000002CC: sync_g_t #line 42 25 0x000002D0: mov r0.x, vThreadIDInGroupFlattened.x // r0.x <- index 26 0x000002E0: mov r1.x, r0.x // r1.x <- index 27 0x000002F4: loop 28 0x000002F8: mov r0.y, l(1) 29 0x0000030C: ult r0.y, r1.x, r0.y 30 0x00000328: breakc_z r0.y #line 44 31 0x00000334: ld_structured r0.y, l(0), l(0), g0.xxxx 32 0x00000358: mov r1.y, l(0) 33 0x0000036C: atomic_umin u0, r1.xyxx, r0.y #line 45 34 0x00000388: ld_structured r0.y, l(0), l(4), g0.xxxx 35 0x000003AC: mov r1.z, l(4) 36 0x000003C0: atomic_umin u0, r1.xzxx, r0.y #line 47 37 0x000003DC: ld_structured r0.y, l(0), l(0), g1.xxxx 38 0x00000400: atomic_umax u1, r1.xyxx, r0.y #line 48 39 0x0000041C: ld_structured r0.y, l(0), l(4), g1.xxxx 40 0x00000440: atomic_umax u1, r1.xzxx, r0.y #line 49 41 0x0000045C: mov r0.y, l(256) 42 0x00000470: iadd r1.x, r0.y, r1.x 43 0x0000048C: endloop #line 50 44 0x00000490: ret // Approximately 45 instruction slots used Looks like compiler optimizes them away but I do not understand why. Any ideas? :-) Thanks,
  8. I'm having an odd problem with D3D12 compute shaders. I have a very simple compute shader that does nothing but write the global ID of the current thread out to a buffer: RWStructuredBuffer<uint> g_pathVisibility : register(u0, space1); cbuffer cbPushConstants : register(b0) { uint g_count; }; [numthreads(32, 1, 1)] void main(uint3 DTid : SV_DispatchThreadID) { if(DTid.x < g_count) { g_pathVisibility[DTid.x] = DTid.x + 1; } } I'm allocating 2 buffers with space or 128 integers. One buffer is the output buffer for the shader above and the other is a copy destination buffer for CPU readback. If I set numthreads() to any power of two, for example it's set to 32 above, I get a device reset error on NVIDIA hardware only. If I set numthreads() to any non-power of 2 value the shader works as expected. The exceptionally odd thing is that all of the compute shaders in the D3D12 samples work fine with numthreads() containing powers of 2. It doesn't matter if I execute the compute shader on a graphics queue or a compute queue - it's the same result either way. I've tested this on a GTX 1080 and a GTX 1070 with identical results. AMD cards seem to work as expected. Anyone have any idea what the hell could be going on? I tried asking NVIDIA on their boards but per-usual they never responded. I'm using their latest drivers. I've attached my sample application if anyone is interested, it's a UWP app since Visual Studio provides a nice D3D12 app template that I use to play around with simple ideas. The shader in question in the project is TestCompute.hlsl and the function where the magic happens is Sample3DSceneRenderer::TestCompute() line 1006 in Sample3DSceneRenderer.cpp. PathTransform_2.zip
  9. I need to index into a texture array using indices which are not dynamically uniform. This works fine on NVIDIA chips but you can see the artifacts on AMD due to the wavefront problem. This means, a lot of pixel invocations get the wrong index value. I know you fix this by using NonUniformResourceIndex in hlsl. Is there an equivalent for Vulkan glsl? This is the shader code for reference. As you can see, index is an arbitrary value for each pixel and is not dynamically uniform. I fix this for hlsl by using NonUniformResourceIndex(index) layout(set = 0, binding = 0) uniform sampler textureSampler; layout(set = 0, binding = 1) uniform texture2D albedoMaps[256]; layout(location = 0) out vec4 oColor; void main() { uint index = calculate_arbitrary_texture_index(); vec2 texCoord = calculate_texcoord(); vec4 albedo = texture(sampler2D(albedoMaps[index], textureSampler), texCoord); oColor = albedo; } Thank you
  10. Hi guys! I have to run custom pixel shader to clear RTV (draw call 1). After that I run another pixel shader on that RTV to render objects (draw call 2). Do I need to insert resource barrier between two draw calls provided that RTV is already in render target state? The same thing with UAV. I run custom compute shader to clear UAV and then run another compute shader to do actual calculations. Do I need resource barrier between these two draw calls? Thanks!
  11. I want to implement anti-aliasing in BRE, but first, I want to explore what it is, how it is caused, and what are the techniques to mitigate this effect. That is why I am going to write a series of articles talking about rasterization, aliasing, anti-aliasing, and how I am going to implement it in BRE. Article #1: Rasterization Article #2: Aliasing and Anti-Aliasing All the suggestions and improvements are very welcome! I will update this posts with new articles
  12. I'm reading through the Microsoft docs trying to understand how to properly utilize aliasing barriers to alias resources properly. "Applications must activate a resource with an aliasing barrier on a command list, by passing the resource in D3D12_RESOURCE_ALIASING_BARRIER::pResourceAfter. pResourceBefore can be left NULL during an activation. All resources that share physical memory with the activated resource now become inactive or somewhat inactive, which includes overlapping placed and reserved resources." If I understand correctly, it's not necessary to actually provide the pResourceBefore* for each overlapping resource, as the driver will iterate the pages and invalidate resources for you. This is the Simple Model. The Advanced Model is different: Advanced Model The active/ inactive abstraction can be ignored and the following lower-level rules must be honored, instead: An aliasing barrier must be between two different GPU resource accesses of the same physical memory, as long as those accesses are within the same ExecuteCommandLists call. The first rendering operation to certain types of aliased resource must still be an initialization, just like the Simple Model. I'm confused because it looks like, in the Advanced Model, I'm expected to declare pResourceBefore* for every resource which overlaps pResourceAfter* (so I'd have to submit N aliasing barriers). Is the idea here that the driver can either do it for you (null pResourceBefore) or you can do it yourself? (specify every overlapping resource instead)? That seems like the tradeoff here. It would be nice if I can just "activate" resources with AliasingBarrier (NULL, activatingResource) and not worry about tracking deactivations. Am I understanding the docs correctly? Thanks.
  13. I am working on optimizing our descriptor management code. Currently, I am following most of the guidelines like sorting descriptors by update frequency,... I have two types of descriptor ranges: Static (DESCRIPTOR_RANGE_FLAG_NONE) and Dynamic(DESCRIPTORS_VOLATILE). So lets say I have this scenario: pCmd->bindDescriptorTable(pTable); for (uint32_t i = 0; i < meshCount; ++i) { // descriptor is created in a range with flag DESCRIPTORS_VOLATILE // setDescriptor will call CopyDescriptorsSimple to copy descriptor handle pDescriptor[i] to the appropriate location in pTable pTable->setDescriptor("descriptor", pDescriptor[i]); } Do I need to call bindDescriptorTable inside the loop?
  14. Hi, (from: https://msdn.microsoft.com/en-us/library/windows/desktop/dn899109(v=vs.85).aspx#Null_descriptors) Does this mean that, I need to declare root signatures with all the slots even if I don't use them, or does it mean that every entry in the root signature must be populated? Sorry if I it is too obvious but I've read things related to this from different sources and I'm a bit confused :S. Thanks.
  15. (I've googled for the possibility to write assembler-like instructions for DirectX 12, but have found nothing more than hacking the bytecode. Something I don't have the patience to do. So I need to deal with HLSL but I need to make few things clear) I have thought of a simple example that demonstrates what exactly I need to know: For the example I have two textures of the same size, both 2D and of the type of DXGI_FORMAT_R8_UINT. Let say 128x128 "pixels". One is inputted to the pixel shader and the pixel shader outputs the result to the other. I want the shader to take the input byte, XOR it with 44h and output it to the render target. My doubt is which of those two will happen: (assuming for the example that the registers used in the GPU's ALUs are 16 byte wide) case 1: the HLSL compiler loads the byte to the first component of a 16-bytes-wide vector register(or to the lowest 8 bits of the first 4-dwords-wide vector register). and the rest of 15 bytes are just zeroed case 2: HLSL compiler is wise enough to read the data in chunks of 16 bytes and load them into the 16 bytes of a 16 components vector register, propagate that 44h to another 16 bytes wide register, XOR it once and write a single 16 bytes chunk to the render target. (but I can't see it happen, because it says in MSDN that the unused components are zeroed. Not clear if they are just hidden from me or they was zeroed for real as in the first case....) What about variables: Would this float fVar = 3.1f; occupy the same type of register as this float4 fVector = { 0.2f, 0.3f, 0.4f, 0.1f }; ? (i'm sorry if i'm posting too often, but it is very hard for me to find something helpful in google)
  16. Would it be a problem to create in HLSL ~50 uninitialized arrays of ~300000 cells each and then use them for my algorithm(what I currently do in C++(and I had stack overflows problems because of large arrays)). It is something internal to the shader. Shader will create the arrays in the beginning, will use them and not need them anymore. Not taking data for the arrays from the outside world, not giving back data from the arrays to the outside world either. Nothing shared. My question is not very specific, it is about memory consumption considerations when writing shaders in general, because my algorithm still has to be polished. I will let the writing of HLSL for when I have the algorithm totally finished and working(because I expect writing HLSL to be just as unpleasant as GLSL). Still it is useful for me to know beforehand what problems to consider.
  17. I am working on optimizing barriers in our engine but for some reason can't wrap my head around split barriers. Lets say for example, I have a shadow pass followed by a deferred pass followed by the shading pass. From what I have read, we can put a begin only split barrier for the shadow map texture after the shadow pass and an end only barrier before the shading pass. Here is how the code will look like in that case. DrawShadowMapPass(); ResourceBarrier(BEGIN_ONLY, pTextureShadowMap, SHADER_READ); DrawDeferredPass(); ResourceBarrier(END_ONLY, pTextureShadowMap, SHADER_READ); // Uses shadow map for shadow calculations DrawShadingPass(); Now if I just put one barrier before the shading pass, here is how the code looks. DrawShadowMapPass(); DrawDeferredPass(); ResourceBarrier(NORMAL, pTextureShadowMap, SHADER_READ); // Uses shadow map for shadow calculations DrawShadingPass(); Whats the difference between the two? Also if I have to use the render target immediately after a pass. For example: Using the albedo, normal textures as shader resource in the shading pass which is right after the deferred pass. Would we benefit from a split barrier in this case? Maybe I am completely missing the point so any info on this would really help. The MSDN doc doesn't really help. Also, I read another topic but it didn't really help either.
  18. I'm building my own tool, it's 'jobless.0.3' I'm parsed objects and write it in my style and save it. the model file it self is no problem. I think the mode is problem. I saw uv coordinates is more than 1. what kind of sampler state I should use? this is my format below vertex { p:0.000000,0.100000,4.500000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:0.000000,0.937500; p:24.000000,0.100000,4.500000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:2.000000,0.937500; p:0.000000,0.100000,2.890000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:0.000000,1.138750; p:24.000000,0.100000,2.890000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:2.000000,1.138750; p:0.000000,0.000000,-2.880000 n:-0.000000,0.099504,0.995037 t:1.000000,0.000000,0.000000 u:-0.000023,1.859195; p:24.000000,0.000000,-2.880000 n:-0.000000,0.099504,0.995037 t:1.000000,0.000000,0.000000 u:1.999977,1.859195; p:0.000000,0.100000,-2.890000 n:-0.000000,0.099504,0.995037 t:1.000000,0.000000,0.000000 u:-0.000023,1.871758; p:24.000000,0.100000,-2.890000 n:-0.000000,0.099504,0.995037 t:1.000000,0.000000,0.000000 u:1.999977,1.871758; p:24.000000,0.000000,2.880000 n:-0.000000,0.099504,-0.995037 t:1.000000,0.000000,-0.000000 u:2.000005,1.140554; p:0.000000,0.000000,2.880000 n:-0.000000,0.099504,-0.995037 t:1.000000,0.000000,-0.000000 u:0.000006,1.140554; p:24.000000,0.100000,2.890000 n:-0.000000,0.099504,-0.995037 t:1.000000,0.000000,-0.000000 u:2.000005,1.127992; p:0.000000,0.100000,2.890000 n:-0.000000,0.099504,-0.995037 t:1.000000,0.000000,-0.000000 u:0.000006,1.127992; p:24.000000,0.100000,-4.500000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:2.000000,2.062500; p:0.000000,0.100000,-4.500000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:0.000000,2.062500; p:24.000000,0.100000,-2.890000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:2.000000,1.861250; p:0.000000,0.100000,-2.890000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:0.000000,1.861250; p:24.000000,0.000000,-2.880000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:2.000000,1.860000; p:0.000000,0.000000,-2.880000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:0.000000,1.860000; p:24.000000,0.000000,2.880000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:2.000000,1.140000; p:0.000000,0.000000,2.880000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:0.000000,1.140000; } indice { 0 1 2 2 1 3 4 5 6 6 5 7 8 9 10 10 9 11 12 13 14 14 13 15 16 17 18 18 17 19 } texture { diffuse :Road05.jpeg normal :Road05_NORM.png } effect :normal bufferkey :road look it's 2.0000000 and 1.86 it's more than 1. and I using default samplerstate which is wrap mode. I think this is the problem then what adrress mode should I use? this is picture other model fine. it's parsed same parser that i made. road image only.
  19. Hello! Jumping from one bug the the next . I wonder, If having the same descriptor table is a bad idea or if it should be avoided? In my rendering code, I'm only using one command list (graphics), depending if the current call is a Draw* or a Dispatch, I set the Descriptor table with SetComputeRootDescriptorTable or with SetGraphicsRootDescriptorTable. I'm asking this because I encountered a bug where, if I perform a draw call in between some compute, the following compute work will be all messed up and not working properly. This problem may not be related at all with the main question (I think there is something going on with my depth buffer). Thanks!
  20. Hello once again, I'm performing a bunch of Dispatch() calls but I'm not getting the correct result out of them. I used the VS GraphicsDebuffer , and for some reason, the compute shader of each of the Dispatch call is the same! So If I have: // mat1, mat2 and mat3 have different PSO and RootSignatures renderPlarform->ApplyMaterial(mat1); renderPlatform->Dispath(...); renderPlarform->ApplyMaterial(mat2); renderPlatform->Dispath(...); // <- using mat1 compute shader! renderPlarform->ApplyMaterial(mat3); renderPlatform->Dispath(...); // <- using mat1 compute shader! Could anyone shed some light on this problem? I wan't to add a question that may be related with this problem. I'm using this "problematic dispatches" to write to a Resource. So each Dispatch will take a few SRV as inputs and will write to an UAV. Following Dispatches will take the resultant UAV as input (SRV). Texture FooTex1, FooTex2; Texture Mat1Out,Mat2Out; // mat1 Inputs: (SRV)FooTex1, (SRV)FooTex2 Outputs: (UAV) Mat1Out // mat2 Inputs: (SRV)FooTex1, (SRV)FooTex2, (SRV) Mat1Out Outputs: (UAV) Mat2Out // etc. Currently I'm adding (transition) barriers between UAV<->SRV. Should I add (uav) barriers to make sure writing to the UAV is done? As far as I understand from the MSDN Doc , "all unordered access view (UAV) accesses (reads or writes) must complete before any future UAV accesses (read or write) can begin" I don't need it as I'm not doing further UAV read/write. Thanks
  21. I have read the max root signature size is 64 DWORDS. It is basically 64 on NVIDIA and 13 on AMD. But I got this info from a person working at AMD. I can't do this for every vendor out there :P. There has to be a better way to query the max root size through the API without the need to contact a person working in the company. So is there a way to find out the actual max root signature size for the active GPU? Thank you
  22. I am implementing static samplers / immutable samplers in the framework. All the examples I have seen that use static samplers declare them in the root signature string. But I dont ever describe the root signature in shader code to keep things consistent with Vulkan. So I am wondering if there is another way to declare a sampler as static sampler in shader code? Or do I have to parse the shader myself and use some naming convention like all samplers with prefix "STATIC_" are to be considered static samplers. And then put the description above the sampler in comments. That would be a pain so if there is a way to just declare a static sampler without using the root signature string it would be really helpful. Thank you
  23. Hey everyone,   I was just curious if anyone has any links/pdfs, info, etc.  Heck, even a good book, since I can't seem to find one on DirectX 12.....and the Microsoft Online Documentation (though good and thorough) seems to be geared towards developers who are converting projects (and large ones at that...) from DX 11 to DX 12.   I am currently working my way through some of the DirectX 12 samples, and I've figured out a few things....haha, but I'm still just wanting to make a simple 2D game in DirectX 12 for Windows 10.  Any help would be appreciated, and of course, if I come up with something, I will post it here as well.   My background in programming is both un-impressive and extensive.  The last time I looked at Direct X, was around Direct X version 7, 8 and 9.  I moved to Dark GDK for a while, then Direct X 10 and 11 sprang up.  I moved to Windows 10, and all my Dark GDK projects (Dark GDK) won't compile on Visual Studio 2015.  I've decided to try my hand at the latest and greatest DirectX 12 and would like to start simple and small with 2D stuff.  I can also program in many languages, though I prefer C/C++ or C# (learning that one...of course, when does learning stop? haha).   All of my projects have been hobbies, and I just program for fun, however, I am getting older, and if I can actually put something interesting into production, I'll invest a little after the initial demo, and get some help to actually publish a title.  Well, cheers.   Thanks, Jeff
  24. A lot of DX12 articles talk about implementing the descriptor heap entries as a ring buffer (notably the nVidia Do's and Don'ts).  I've also read in these forums that some people prefer a stack-allocated scheme.  I don't see why these methods would be the preferred way of solving this problem.  A ring buffer of descriptors is great if you're always adding new descriptors while deleting the oldest ones.  But what happens when you want to remove a descriptor from the middle of the active set?  And as for a stack-allocated scheme, wouldn't that involve copying in the descriptors every frame?  Why wouldn't something like a free-list or buddy allocator be preferable to either of these setups?
  25. Hello, I'm working on a system based on Structured Buffers, the idea is that they can be used in the GPU as UAV/SRV and then the data can be read back in the CPU. This system is used to do some queries in my application. First I have two main resources: + Default Resource: This will be the resource used by the GPU. + Upload Resource: In case I want to upload data from the CPU I'll use this as an intermediate + Double Buffered ReadBack Resources: I have two Read Back buffers to copy data from the GPU to the CPU. Let me show some code: const void* OpenReadBuffer() { HRESULT res = S_FALSE; if (mFirstUse) mFirstUse = false; else mCbFence.WaitUntilCompleted(renderPlatform); // Map from the last frame const CD3DX12_RANGE readRange(0, 0); res = mBufferReadFront->Map(0, &readRange, reinterpret_cast<void**>(&mReadSrc)); return mReadSrc; } void CloseReadBuffer() { const CD3DX12_RANGE readRange(0, 0); mBufferReadFront->Unmap(0, &readRange); } void CopyToReadBuffer() { // Schedule a copy for the next frame commandList->CopyResource(mBufferReadBack, mBufferDefault); mCbFence.Signal(renderPlatform); // Swap it! std::swap(mBufferReadBack, mBufferReadFront); } This is how I create the different resources: // Default D3D12_RESOURCE_FLAGS bufferFlags = computable ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS : D3D12_RESOURCE_FLAG_NONE; res = device->CreateCommittedResource ( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(mTotalSize,bufferFlags), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&mBufferDefault) ); // Upload res = device->CreateCommittedResource ( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(mTotalSize), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&mBufferUpload) ); // Read Back res = device->CreateCommittedResource ( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(mTotalSize), D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&mBufferReadBack) ); I'm using a Fence to be 100% sure that it is synchronised, I could have more that 2 buffers but at the moment I would like to keep it simple. The values that I get from OpenReadBuffer() are all 0. If I debug it, it looks like the Read Back Buffers have some valid data. What could be the issue? Thanks!