ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(...)

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4 comments, last by Gama_Quant 11 years, 10 months ago
Hi,

I'm trying to implement Order Independent Transparency in DX11 as described here , 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:

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:

...
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;
}
...


Here is how my app is trying to bind the UAVs:

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);


Here is how I create m_pDX_UAV:

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;
}


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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As far as I know the effects framework won't touch render targets, but I could be wrong. I would just capture the frame in PIX, and look at the API calls + device state leading up to your draw call.

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);
[/quote]

FYI - Looking at the documentation it is redundant to OMSetRenderTargets to NULL as the call to OMSetRenderTargetsAndUnorderedAccessViews should clear any conflicting render and depth stencil views.
Oh, it's just a bad copy&paste... Of course in the code the call is uncommented like this:

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);


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... biggrin.png 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]
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).

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).


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. :D
Thanks a lot to everyone.

To sum up this topic:
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

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