OMSetRenderTargets renders only first provided target - c++

I'm trying to render to multiple ID3D11RenderTargetView simultaneously.
But it seems that only the first target is being rendered:
ID3D11RenderTargetView* targets [ 2 ] = { _backbuffer
, _renderToTextureRTV
};
_devcon->OMSetRenderTargets( 2, targets, nullptr );
Depending on which parameter I specify first in my targets array, will be rendered. The other render target view will not be rendered.
I create my IDXGISwapChain with D3D11_CREATE_DEVICE_DEBUG flag and cannot see any error messages related to this function.
I can reproduce the same problem if I specify nullptr as first targets element. In this case the second element will not be rendered.
But if I specify nullptr as the second element, the first element will be rendered correctly.
Why does OMSetRenderTargets seem to only evaluate the first targets element?
Edit:
What I'm actually trying to achieve is to render to the backbuffer and to a texture simultaneously. I need to render to a texture, as I want to be able to access the pixel values from the CPU.
I want to render to a 16 bit unsigned image, so I use DXGI_FORMAT_R16G16B16A16_UNORM for the texture.
For the backbuffer, I need to use a different format suitable for screen display, so I use DXGI_FORMAT_R16G16B16A16_FLOAT.
For performance reasons, I do not want to element-wise convert between the two and this is the reason why I have two render targets.

Is your pixel shader similar to this one? You need to manually set which render target the pixel shader outputs to:
struct Output
{
float4 target0 : SV_Target0;
float4 target1 : SV_Target1;
};
Output PixelShader(float4 pos : SV_Position)
{
Output output;
output.target0 = float4(1.0, 0, 0, 0); //Output to the first rendertarget
output.target1 = float4(0, 1.0, 0, 0); //Output to the second rendertarget
return output;
}

Related

Direct x 12 image flickering on Intel graphic hard

I have a weird issue only happening on my Intel HD Graphics 530
When rendering an image, some pixels color randomly change.
See the following image:
Bug
For the problematic pixels, the graphics debugger show that the color outputted from the graphics pipeline is the correct one. But the pixel displayed color is wrong.
See: Debugger
From my investigations i have found that these pixels seems using information from the materials of the others. My materials information is handled by a descriptor heap. So the switch between graphics root descriptor table in my rendering loop seems to be my problem (when i only draw one object everything is fine)
Here the code snippet i use:
void ForwardLighningEffect::pushCommands(ForwardLigthningPushArgs data, ID3D12GraphicsCommandList* commandList, int frameIndex) {
// set PSO
commandList->SetPipelineState(m_mainPipelineStateObject);
// set root signature
commandList->SetGraphicsRootSignature(m_rootSignature);
// set constant buffer view
commandList->SetGraphicsRootConstantBufferView(0, m_constantBufferUploadHeaps[frameIndex]->GetGPUVirtualAddress());
const auto& meshes = data.model->getMeshes();
for (auto mesh : meshes)
{
if (auto materialHandle = mesh->material.lock()) // get material handle from weak ptr.
{
ID3D12DescriptorHeap * matDescriptorHeap = materialHandle->material.descriptorHeap;
// set the material descriptor heap
ID3D12DescriptorHeap* descriptorHeaps[] = { matDescriptorHeap };
commandList->SetDescriptorHeaps(_countof(descriptorHeaps), descriptorHeaps);
// HERE ! set the descriptor table to the descriptor heap (parameter 1, as constant buffer root descriptor is parameter index 0)
commandList->SetGraphicsRootDescriptorTable(1, matDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
}
commandList->IASetVertexBuffers(0, 1, &mesh->vertexBuffer.bufferView);
commandList->IASetIndexBuffer(&mesh->indexBuffer.bufferView);
for (auto camera : data.cameras)
{
updateConstantBuffer(camera, frameIndex);
// Draw mesh.
commandList->DrawIndexedInstanced(mesh->nbIndices, 1, 0, 0, 0);
}
}
}
Whats wrong ?
Found a solution. Updating textures state when not used fixed it.
So when binding a texture:
commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(/*textureResource*/, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
After use then reset state:
commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(/*textureResource*/, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COMMON));

How pick geometries in OpenGL with multisample framebuffer?

(Edit) I made working geometry picking with framebuffer. My goal is draw huge scene in one draw call, but I need to draw to multisample color texture attachment (GL_COLOR_ATTACHMENT0) and draw to (eddited) non-multisample picking texture attachment (GL_COLOR_ATTACHMENT1). The problem is if I use multisample texture to pick, picking is corrupted because of multi-sampling.
I write geometry ID to fragment shader like this:
//...
// Given geometry id
uniform int in_object_id;
// Drawed to screen (GL_COLOR_ATTACHMENT0)
out vec4 out_frag_color0;
// Drawed to pick texture (GL_COLOR_ATTACHMENT1)
out vec4 out_frag_color1;
// ...
void main() {
out_frag_color0 = ...; // Calculating lighting and other stuff
//...
const int max_byte1 = 256;
const int max_byte2 = 65536;
const float fmax_byte = 255.0;
int a1 = in_object_id % max_byte1;
int a2 = (in_object_id / max_byte1) % max_byte1;
int a3 = (in_object_id / max_byte2) % max_byte1;
//out_frag_color0 = vec4(a3 / fmax_byte, a2 / fmax_byte, a1 / fmax_byte, 1);
out_frag_color1 = vec4(a3 / fmax_byte, a2 / fmax_byte, a1 / fmax_byte, 1);
}
(Point of that code is use RGB space for store geometry ID which is then read back a using for changing color of cube)
This happens when I move cursor by one pixel to left:
Because of alpha value of cube pixel:
Without multisample is works well. But multisampling multiplies my output color and geometry id is then corrupted, so it selects random cube with multiplied value.
(Edit) I can't attach one multisample texture target to color0 and non-multisample texture target to color1, it's not supported. How can I do this in one draw call?
Multisampling is not my friend I am not sure If I understand it well (whole framebuffering). Anyway, this way to pick geometries looks horrible for me (I meant calculating ID to color). Am I doing it well? How can I solve multisample problem? Is there better way?
PS: Sorry for low english. :)
Thanks.
You can't do multisampled and non-multisampled rendering in a single draw call.
As you already found, using two color targets in an FBO, with only one of them being multisampled, is not supported. From the "Framebuffer Completeness" section in the spec:
The value of RENDERBUFFER_SAMPLES is the same for all attached renderbuffers; the value of TEXTURE_SAMPLES is the same for all attached textures; and, if the attached images are a mix of renderbuffers and textures, the value of RENDERBUFFER_SAMPLES matches the value of TEXTURE_SAMPLES.
You also can't render to multiple framebuffers at the same time. There is always one single current framebuffer.
The only reasonable option I can think of is to do picking in a separate pass. Then you can easily switch the framebuffer/attachment to a non-multisampled renderbuffer, and avoid all these issues.
Using a separate pass for picking seems cleaner to me anyway. This also allows you to use a specialized shader for each case, instead of always producing two outputs even if one of them is mostly unused.
I think it is posible...
You have to set the picking texture to multisampled and after rendering the scene, you can render 2 triangles over the screen and inside another fragmentshader you can readout each sample... to do that you have to use the GLSL command:
texelFetch(sampler, pixelposition/*[0-texturesize]*/, /*important*/layernumber);
Then you can render it into a single-sampled texture and read the color via glReadPixel.
I haven't tested it now, but I think it works

DirectX using multiple Render Targets as input to each other

I have a fairly simple DirectX 11 framework setup that I want to use for various 2D simulations. I am currently trying to implement the 2D Wave Equation on the GPU. It requires I keep the grid state of the simulation at 2 previous timesteps in order to compute the new one.
How I went about it was this - I have a class called FrameBuffer, which has the following public methods:
bool Initialize(D3DGraphicsObject* graphicsObject, int width, int height);
void BeginRender(float clearRed, float clearGreen, float clearBlue, float clearAlpha) const;
void EndRender() const;
// Return a pointer to the underlying texture resource
const ID3D11ShaderResourceView* GetTextureResource() const;
In my main draw loop I have an array of 3 of these buffers. Every loop I use the textures from the previous 2 buffers as inputs to the next frame buffer and I also draw any user input to change the simulation state. I then draw the result.
int nextStep = simStep+1;
if (nextStep > 2)
nextStep = 0;
mFrameArray[nextStep]->BeginRender(0.0f,0.0f,0.0f,1.0f);
{
mGraphicsObj->SetZBufferState(false);
mQuad->GetRenderer()->RenderBuffers(d3dGraphicsObj->GetDeviceContext());
ID3D11ShaderResourceView* texArray[2] = { mFrameArray[simStep]->GetTextureResource(),
mFrameArray[prevStep]->GetTextureResource() };
result = mWaveShader->Render(d3dGraphicsObj, mQuad->GetRenderer()->GetIndexCount(), texArray);
if (!result)
return false;
// perform any extra input
I_InputSystem *inputSystem = ServiceProvider::Instance().GetInputSystem();
if (inputSystem->IsMouseLeftDown()) {
int x,y;
inputSystem->GetMousePos(x,y);
int width,height;
mGraphicsObj->GetScreenDimensions(width,height);
float xPos = MapValue((float)x,0.0f,(float)width,-1.0f,1.0f);
float yPos = MapValue((float)y,0.0f,(float)height,-1.0f,1.0f);
mColorQuad->mTransform.position = Vector3f(xPos,-yPos,0);
result = mColorQuad->Render(&viewMatrix,&orthoMatrix);
if (!result)
return false;
}
mGraphicsObj->SetZBufferState(true);
}
mFrameArray[nextStep]->EndRender();
prevStep = simStep;
simStep = nextStep;
ID3D11ShaderResourceView* currTexture = mFrameArray[nextStep]->GetTextureResource();
// Render texture to screen
mGraphicsObj->SetZBufferState(false);
mQuad->SetTexture(currTexture);
result = mQuad->Render(&viewMatrix,&orthoMatrix);
if (!result)
return false;
mGraphicsObj->SetZBufferState(true);
The problem is nothing is happening. Whatever I draw appears on the screen(I draw using a small quad) but no part of the simulation is actually ran. I can provide the shader code if required, but I am certain it works since I've implemented this before on the CPU using the same algorithm. I'm just not certain how well D3D render targets work and if I'm just drawing wrong every frame.
EDIT 1:
Here is the code for the begin and end render functions of the frame buffers:
void D3DFrameBuffer::BeginRender(float clearRed, float clearGreen, float clearBlue, float clearAlpha) const {
ID3D11DeviceContext *context = pD3dGraphicsObject->GetDeviceContext();
context->OMSetRenderTargets(1, &(mRenderTargetView._Myptr), pD3dGraphicsObject->GetDepthStencilView());
float color[4];
// Setup the color to clear the buffer to.
color[0] = clearRed;
color[1] = clearGreen;
color[2] = clearBlue;
color[3] = clearAlpha;
// Clear the back buffer.
context->ClearRenderTargetView(mRenderTargetView.get(), color);
// Clear the depth buffer.
context->ClearDepthStencilView(pD3dGraphicsObject->GetDepthStencilView(), D3D11_CLEAR_DEPTH, 1.0f, 0);
void D3DFrameBuffer::EndRender() const {
pD3dGraphicsObject->SetBackBufferRenderTarget();
}
Edit 2 Ok, I after I set up the DirectX debug layer I saw that I was using an SRV as a render target while it was still bound to the Pixel stage in out of the shaders. I fixed that by setting shader resources to NULL after I render with the wave shader, but the problem still persists - nothing actually gets ran or updated. I took the render target code from here and slightly modified it, if its any help: http://rastertek.com/dx11tut22.html
Okay, as I understand correct you need a multipass-rendering to texture.
Basiacally you do it like I've described here: link
You creating SRVs with both D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_RENDER_TARGET bind flags.
You ctreating render targets from textures
You set first texture as input (*SetShaderResources()) and second texture as output (OMSetRenderTargets())
You Draw()*
then you bind second texture as input, and third as output
Draw()*
etc.
Additional advices:
If your target GPU capable to write to UAVs from non-compute shaders, you can use it. It is much more simple and less error prone.
If your target GPU suitable, consider using compute shader. It is a pleasure.
Don't forget to enable DirectX debug layer. Sometimes we make obvious errors and debug output can point to them.
Use graphics debugger to review your textures after each draw call.
Edit 1:
As I see, you call BeginRender and OMSetRenderTargets only once, so, all rendering goes into mRenderTargetView. But what you need is to interleave:
SetSRV(texture1);
SetRT(texture2);
Draw();
SetSRV(texture2);
SetRT(texture3);
Draw();
SetSRV(texture3);
SetRT(backBuffer);
Draw();
Also, we don't know what is mRenderTargetView yet.
so, before
result = mColorQuad->Render(&viewMatrix,&orthoMatrix);
somewhere must be OMSetRenderTargets .
Probably, it s better to review your Begin()/End() design, to make resource binding more clearly visible.
Happy coding! =)

Driver error when using multiple shaders

I'm using 3 different shaders:
a tessellation shader to use the tessellation feature of DirectX11 :)
a regular shader to show how it would look without tessellation
and a text shader to display debug-info such as FPS, model count etc.
All of these shaders are initialized at the beginning.
Using the keyboard, I can switch between the tessellation shader and regular shader to render the scene. Additionally, I also want to be able toggle the display of debug-info using the text shader.
Since implementing the tessellation shader the text shader doesn't work anymore. When I activate the DebugText (rendered using the text-shader) my screens go black for a while, and Windows displays the following message:
Display Driver stopped responding and has recovered
This happens with either of the two shaders used to render the scene.
Additionally:
I can start the application using the regular shader to render the scene and then switch to the tessellation shader. If I try to switch back to the regular shader I get the same error as with the text shader.
What am I doing wrong when switching between shaders?
What am I doing wrong when displaying text at the same time?
What file can I post to help you help me? :) thx
P.S. I already checked if my keyinputs interrupt at the wrong time (during render or so..), but that seems to be ok
Testing Procedure
Regular Shader without text shader
Add text shader to Regular Shader by keyinput (works now, I built the text shader back to only vertex and pixel shader) (somthing with the z buffer is stil wrong...)
Remove text shader, then change shader to Tessellation Shader by key input
Then if I add the Text Shader or switch back to the Regular Shader
Switching/Render Shader
Here the code snipet from the Renderer.cpp where I choose the Shader according to the boolean "m_useTessellationShader":
if(m_useTessellationShader)
{
// Render the model using the tesselation shader
ecResult = m_ShaderManager->renderTessellationShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(),
worldMatrix, viewMatrix, projectionMatrix, textures, texturecount,
m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(),
(D3DXVECTOR3)m_Camera->getPosition(), TESSELLATION_AMOUNT);
} else {
// todo: loaded model depends on distance to camera
// Render the model using the light shader.
ecResult = m_ShaderManager->renderShader(m_D3D->getDeviceContext(),
meshes[lod_level]->getIndexCount(), lod_level, textures, texturecount,
m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(),
worldMatrix, viewMatrix, projectionMatrix);
}
And here the code snipet from the Mesh.cpp where I choose the Typology according to the boolean "useTessellationShader":
// RenderBuffers is called from the Render function. The purpose of this function is to set the vertex buffer and index buffer as active on the input assembler in the GPU. Once the GPU has an active vertex buffer it can then use the shader to render that buffer.
void Mesh::renderBuffers(ID3D11DeviceContext* deviceContext, bool useTessellationShader)
{
unsigned int stride;
unsigned int offset;
// Set vertex buffer stride and offset.
stride = sizeof(VertexType);
offset = 0;
// Set the vertex buffer to active in the input assembler so it can be rendered.
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
// Set the index buffer to active in the input assembler so it can be rendered.
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Check which Shader is used to set the appropriate Topology
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
if(useTessellationShader)
{
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST);
}else{
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
}
return;
}
RenderShader
Could there be a problem using sometimes only vertex and pixel shader and after switching using vertex, hull, domain and pixel shader?
Here a little overview of my architecture:
TextClass: uses font.vs and font.ps
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
RegularShader: uses vertex.vs and pixel.ps
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
TessellationShader: uses tessellation.vs, tessellation.hs, tessellation.ds, tessellation.ps
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->HSSetShader(m_hullShader, NULL, 0);
deviceContext->DSSetShader(m_domainShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
ClearState
I'd like to switch between 2 shaders and it seems they have different context parameters, right? In clearstate methode it says it resets following params to NULL:
I found following in my Direct3D Class:
depth-stencil state -> m_deviceContext->OMSetDepthStencilState
rasterizer state -> m_deviceContext->RSSetState(m_rasterState);
blend state -> m_device->CreateBlendState
viewports -> m_deviceContext->RSSetViewports(1, &viewport);
I found following in every Shader Class:
input/output resource slots -> deviceContext->PSSetShaderResources
shaders -> deviceContext->VSSetShader to - deviceContext->PSSetShader
input layouts -> device->CreateInputLayout
sampler state -> device->CreateSamplerState
These two I didn't understand, where can I find them?
predications -> ?
scissor rectangles -> ?
Do I need to store them all localy so I can switch between them, because it doesn't feel right to reinitialize the Direct3d and the Shaders by every switch (key input)?!
Have you checked if the device is being reset by the system. Check the return variable of the Present() Method. When switching shaders abruptly DX tends to reset the device for some odd reason.
If this is the problem, just recreate the device and context and you should be good.
Right now you have
void Direct3D::endScene()
{
// Present the back buffer to the screen since rendering is complete.
if(m_vsync_enabled)
{
// Lock to screen refresh rate.
m_swapChain->Present(1, 0);
}
else
{
// Present as fast as possible.
m_swapChain->Present(0, 0);
}
return;
}
I would suggest doing something like so to catch the return value of Present()
ULONG Direct3D::endScene()
{
int synch = 0;
if(m_vsync_enabled)
synch = 1;
// Present as fast as possible or synch it to 1 vertical blank
return m_swapChain->Present(synch, 0);
}
Of course this is only MY way of doing it, and there are many. Also, I forgot to tell you that the issue I had in the past was also using the Effects library. Have you recompiled it in your system? If not, then do so. Or even better get rid of it, that's what I did when I solved my problem.

glDrawElements crashes when not using certain vertex attributes

In my OpenGL program I have two shaders. One renders with textures, and the other renders just solid colors. After compiling and linking a shader, I enable a texture coordinate vertex attribute array depending on weather or not the shader contains the attribute.
//This code is called after the shaders are compiled.
//Get the handles
textureU = glGetUniformLocation(program,"texture");
tintU = glGetUniformLocation(program,"tint");
viewMatrixU = glGetUniformLocation(program,"viewMatrix");
transformMatrixU = glGetUniformLocation(program,"transformMatrix");
positionA = glGetAttribLocation(program,"position");
texcoordA = glGetAttribLocation(program,"texcoord");
//Detect if this shader can handle textures
if(texcoordA < 0 || textureU < 0) hasTexture = false;
else hasTexture = true;
//Enable Attributes
glEnableVertexAttribArray(positionA);
if(hasTexture) glEnableVertexAttribArray(texcoordA);
If I am rendering an item that is textured, each element in verts consists of 5 values (x,y,z,tx,ty), but if the item isn't textures, each element in verts contains only 3 values (x,y,z).
Here is the problem: When the first item rendered in the GL context does not have a texture, glDrawElements segfaults! However, if the first item rendered does have a texture, it works fine, and any untextured items after the textured one work fine (that is, until a new context is created).
This chunk of code renders an item
glBindBuffer(GL_ARRAY_BUFFER,engine->vertBuffer);
glBufferData(GL_ARRAY_BUFFER,sizeof(GLfloat)*item->verts.size(),&item->verts[0],GL_DYNAMIC_DRAW);
item->shader->SetShader();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,engine->elementBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLuint) * item->indicies.size(),&item->indicies[0],GL_DYNAMIC_DRAW);
if(item->usingTexture)
item->shader->SetTexture(item->texture->handle);
glUniformMatrix4fv(item->shader->transformMatrixU,1,GL_TRUE,&item->matrix.contents[0]);
glUniformMatrix4fv(item->shader->viewMatrixU,1,GL_TRUE,&item->batch->matrix.contents[0]);
glUniform4f(item->shader->tintU,item->color.x,item->color.y,item->color.z,item->color.w);
glDrawElements(GL_TRIANGLES,item->indicies.size(),GL_UNSIGNED_INT,0); //segfault
Here is the function seen above that sets the shader.
glUseProgram(program); currentShader = program;
GLsizei stride = 12;
if(hasTexture) stride = 20;
glVertexAttribPointer(positionA,3,GL_FLOAT,GL_FALSE,stride,0);
if(hasTexture)
glVertexAttribPointer(texcoordA,2,GL_FLOAT,GL_FALSE,stride,(void*)12);
As far as I know, this problem is not apparent on Intel Integrated Graphics, which seem to be quite lenient.
Edit: If it is useful to know, I am using GLFW and GLEW.
Try adding corresponding glDisableVertexAttribArray()s after your draw call:
glEnableVertexAttribArray(positionA);
if(hasTexture) glEnableVertexAttribArray(texcoordA);
// draw
glDisableVertexAttribArray(positionA);
if(hasTexture) glDisableVertexAttribArray(texcoordA);
The problem is that I enabled the vertex attribute arrays after compiling my shader. This is not where I should have been enabling them.
I enabled the texcoord attribute when compiling the shader, but since the first item didn't use it, glDrawElements would segfault.
I fixed this by enabling the attribute when setting the shader.