issues in Apple Metal API "setVertexBuffer:offset:atIndex:" - metal

I am new in Apple Metal, when running the apple sample code "Creating and Sampling Textures", I fond something strange, "Figure 1" is the result in my Macmini 2018 (the GPU is Intel(R) UHD Graphics 630), you can see the quad's left bottom corner is squeezed, the origin source use setVertexBuffer:offset:atIndex: to set vertex buffer, I replace it to setVertexBytes:length:atIndex: and run, the result show as "Figure 2", it seems everything going fine, then I build and run the origin source in another machine(Macbookpro, GPU is GeForce GT 750M), the quad is render correct, result is show as "Figure 2", so does the source missing something or is there some issues in the function setVertexBuffer:offset:atIndex:?
Figure 1
Figure 2
// Apple's origin source
//
static const AAPLVertex quadVertices[] =
{
// Pixel positions, Texture coordinates
{ { 250, -250 }, { 1.f, 1.f } },
{ { -250, -250 }, { 0.f, 1.f } },
{ { -250, 250 }, { 0.f, 0.f } },
{ { 250, -250 }, { 1.f, 1.f } },
{ { -250, 250 }, { 0.f, 0.f } },
{ { 250, 250 }, { 1.f, 0.f } },
};
...
...
...
//Create a vertex buffer, and initialize it with the quadVertices array
_vertices = [_device newBufferWithBytes:quadVertices
length:sizeof(quadVertices)
options:MTLResourceOptionCPUCacheModeDefault];
...
...
// set the vertex buffer
[renderEncoder setVertexBuffer:_vertices
offset:0
atIndex:AAPLVertexInputIndexVertices];
I make the quadVertices as a global array, and replace the
"setVertexBuffer:offset:atIndex:" to "setVertexBytes:length:atIndex:"
[renderEncoder setVertexBytes:&quadVertices
length:sizeof(quadVertices)
atIndex:AAPLVertexInputIndexVertices];

Finally, I changed the MTLResourceOptions type to "MTLResourceCPUCacheModeWriteCombined" in the buffer create function, problem solved.
_vertices = [_device newBufferWithBytes:quadVertices
length:sizeof(quadVertices)
options:MTLResourceCPUCacheModeWriteCombined];
Now the sample works fine in both MacMini 2018(GPU is Intel(R) UHD Graphics 630) and Macbookpro(GPU is GeForce GT 750M).

Related

DirectX 11 Blending

How can i access pixel colors of destination pixel in pixel shader, in order to use my specific blending equation, when control goes to pixel shader i only have the source pixel position and color, i want to know what is the color of destination pixel at that time..?
One approach i have heard is by using textures, but i am not able to find the way through textures.
Programmable blending is not allowed in directX 11, but with some hacks it is possible.
void D3D12HelloTriangle::LoadPipeline()
{
UINT dxgiFactoryFlags = 0;
ComPtr<IDXGIFactory4> factory;
ThrowIfFailed(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));
//Device Creation
{
ComPtr<IDXGIAdapter1> hardwareAdapter;
GetHardwareAdapter(factory.Get(), &hardwareAdapter);
ThrowIfFailed(D3D12CreateDevice(
hardwareAdapter.Get(),
D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&m_device)
));
}
// Describe and create the command queue.
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
// Describe and create the swap chain.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.BufferCount = FrameCount;
swapChainDesc.Width = m_width;
swapChainDesc.Height = m_height;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.SampleDesc.Count = 1;
ComPtr<IDXGISwapChain1> swapChain;
ThrowIfFailed(factory->CreateSwapChainForCoreWindow(
m_commandQueue.Get(), // Swap chain needs the queue so that it can force a flush on it.
reinterpret_cast<IUnknown*>(Windows::UI::Core::CoreWindow::GetForCurrentThread()),
&swapChainDesc,
nullptr,
&swapChain
));
ThrowIfFailed(swapChain.As(&m_swapChain));
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
// Create descriptor heaps.
{
// Describe and create a render target view (RTV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
rtvHeapDesc.NumDescriptors = FrameCount;
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));
m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
}
// Create frame resources.
{
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
// Create a RTV for each frame.
for (UINT n = 0; n < FrameCount; n++)
{
ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
rtvHandle.Offset(1, m_rtvDescriptorSize);
}
}
ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator)));
}
// Load the sample assets.
void D3D12HelloTriangle::LoadAssets()
{
// Create an empty root signature.
{
CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc;
rootSignatureDesc.Init(0, nullptr, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> error;
ThrowIfFailed(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
}
// Create the pipeline state, which includes compiling and loading shaders.
{
ComPtr<ID3DBlob> vertexShader;
ComPtr<ID3DBlob> pixelShader;
#if defined(_DEBUG)
// Enable better shader debugging with the graphics debugging tools.
UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#else
UINT compileFlags = 0;
#endif
ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"VertexShader.hlsl").c_str(), nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &vertexShader, nullptr));
ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"PixelShader.hlsl").c_str(), nullptr, nullptr, "PSMain", "ps_5_0", compileFlags, 0, &pixelShader, nullptr));
// Define the vertex input layout.
D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "DELAY", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
// Describe and create the graphics pipeline state object (PSO).
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
psoDesc.pRootSignature = m_rootSignature.Get();
psoDesc.VS = CD3DX12_SHADER_BYTECODE(vertexShader.Get());
psoDesc.PS = CD3DX12_SHADER_BYTECODE(pixelShader.Get());
psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.StencilEnable = FALSE;
psoDesc.SampleMask = 1;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.NumRenderTargets = 2;
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.RTVFormats[1] = DXGI_FORMAT_R8G8B8A8_UNORM;
//psoDesc.RTVFormats[2] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.SampleDesc.Count = 1;
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
//ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState)));
D3D12_GRAPHICS_PIPELINE_STATE_DESC transparentPsoDesc = psoDesc;
D3D12_RENDER_TARGET_BLEND_DESC transparencyBlendDesc;
transparencyBlendDesc.BlendEnable = true;
transparencyBlendDesc.LogicOpEnable = false;
transparencyBlendDesc.SrcBlend = D3D12_BLEND_ONE;
transparencyBlendDesc.DestBlend = D3D12_BLEND_ONE;
transparencyBlendDesc.BlendOp = D3D12_BLEND_OP_MAX;
transparencyBlendDesc.SrcBlendAlpha = D3D12_BLEND_ONE;
transparencyBlendDesc.DestBlendAlpha = D3D12_BLEND_ONE;
transparencyBlendDesc.BlendOpAlpha = D3D12_BLEND_OP_MAX;
transparencyBlendDesc.LogicOp = D3D12_LOGIC_OP_NOOP;
transparencyBlendDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
transparentPsoDesc.BlendState.RenderTarget[0] =
transparencyBlendDesc;
ThrowIfFailed(m_device->CreateGraphicsPipelineState(&transparentPsoDesc,IID_PPV_ARGS(&m_pipelineState)));
ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), m_pipelineState.Get(), IID_PPV_ARGS(&m_commandList)));
}
// Command lists are created in the recording state, but there is nothing
// to record yet. The main loop expects it to be closed, so close it now.
ThrowIfFailed(m_commandList->Close());
// Create the vertex buffer.
{
// Define the geometry for a triangle.
Vertex triangleVertices[] =
{
{ { 0.0f, 0.0f * m_aspectRatio, 0.0f },{ 0.0f, 0.0f, 1.0f,1.0f },{ 0.0f,0.0f,0.0f,0.0f } },
{ { 0.25f, 0.0f * m_aspectRatio, 0.0f },{ 0.0f, 0.0f, 1.0f, 1.0f },{ 0.0f,0.0f,0.0f,0.0f } },
{ { 0.0f, 0.25f * m_aspectRatio, 0.0f },{ 0.0f, 0.0f, 1.0f, 1.0f },{ 0.0f,0.0f,0.0f,0.0f } },
{ { 0.25f, 0.25f * m_aspectRatio, 0.0f },{ 0.0f,0.0f,1.0f, 1.0f },{ 0.0f,0.0f,0.0f,0.0f } },
};
// Cube vertices. Each vertex has a position and a color.
Vertex triangleVertices2[] =
{
{ { 0.0f, 0.0f * m_aspectRatio, 0.0f },{ 0.0f, 1.0f, 0.0f, 1.0f },{ 0.0f,0.0f,0.0f,1.0f } },
{ { 0.5f, 0.0f * m_aspectRatio, 0.0f },{ 0.0f, 1.0f, 0.0f, 1.0f },{ 0.0f,0.0f,0.0f,1.0f } },
{ { 0.0f, 0.5f * m_aspectRatio, 0.0f },{0.0f, 1.0f, 0.0f, 1.0f },{ 0.0f,0.0f,0.0f,1.0f } },
{ { 0.5f, 0.5f * m_aspectRatio, 0.0f },{ 0.0f,1.0f, 0.0f, 1.0f },{ 0.0f,0.0f,0.0f,1.0f } },
};
const UINT vertexBufferSize = sizeof(triangleVertices);
const UINT my_vertexBufferSize = sizeof(triangleVertices2);
// Note: using upload heaps to transfer static data like vert buffers is not
// recommended. Every time the GPU needs it, the upload heap will be marshalled
// over. Please read up on Default Heap usage. An upload heap is used here for
// code simplicity and because there are very few verts to actually transfer.
ThrowIfFailed(m_device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_vertexBuffer)));
ThrowIfFailed(m_device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(my_vertexBufferSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&my_vertexBuffer)));
// Copy the triangle data to the vertex buffer.
UINT8* pVertexDataBegin;
CD3DX12_RANGE readRange(0, 0); // We do not intend to read from this resource on the CPU.
ThrowIfFailed(m_vertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin)));
UINT8* my_pVertexDataBegin;
CD3DX12_RANGE my_readRange(0, 0); // We do not intend to read from this resource on the CPU.
ThrowIfFailed(my_vertexBuffer->Map(0, &my_readRange, reinterpret_cast<void**>(&my_pVertexDataBegin)));
memcpy(pVertexDataBegin, triangleVertices, sizeof(triangleVertices));
m_vertexBuffer->Unmap(0, nullptr);
memcpy(my_pVertexDataBegin, triangleVertices2, sizeof(triangleVertices2));
my_vertexBuffer->Unmap(0, nullptr);
// Initialize the vertex buffer view.
m_vertexBufferView[0].BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
m_vertexBufferView[0].StrideInBytes = sizeof(Vertex);
m_vertexBufferView[0].SizeInBytes = vertexBufferSize;
m_vertexBufferView[1].BufferLocation = my_vertexBuffer->GetGPUVirtualAddress();
m_vertexBufferView[1].StrideInBytes = sizeof(Vertex);
m_vertexBufferView[1].SizeInBytes = vertexBufferSize;
}
// Create synchronization objects and wait until assets have been uploaded to the GPU.
{
ThrowIfFailed(m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence)));
m_fenceValue = 1;
}
}
// Update frame-based values.
void D3D12HelloTriangle::OnUpdate()
{
}
// Render the scene.
void D3D12HelloTriangle::OnRender()
{
// Record all the commands we need to render the scene into the command list.
PopulateCommandList();
// Execute the command list.
ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);
// Present the frame.
ThrowIfFailed(m_swapChain->Present(1, 0));
WaitForPreviousFrame();
}
void D3D12HelloTriangle::OnDestroy()
{
// Ensure that the GPU is no longer referencing resources that are about to be
// cleaned up by the destructor.
WaitForPreviousFrame();
}
void D3D12HelloTriangle::PopulateCommandList()
{
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
ThrowIfFailed(m_commandAllocator->Reset());
// However, when ExecuteCommandList() is called on a particular command
// list, that command list can then be reset at any time and must be before
// re-recording.
ThrowIfFailed(m_commandList->Reset(m_commandAllocator.Get(), m_pipelineState.Get()));
// Set necessary state.
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
m_commandList->RSSetViewports(1, &m_viewport);
m_commandList->RSSetScissorRects(1, &m_scissorRect);
// Indicate that the back buffer will be used as a render target.
//m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
// Record commands.
const float clearColor[] = { 1.0f, 0.0f, 0.0f, 1.0f };
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView[1]);
m_commandList->DrawInstanced(4, 1, 0, 0);
m_commandList->IASetVertexBuffers(0, 1, m_vertexBufferView);
m_commandList->DrawInstanced(4, 1, 0, 0);
// Indicate that the back buffer will now be used to present.
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
ThrowIfFailed(m_commandList->Close());
}
void D3D12HelloTriangle::WaitForPreviousFrame()
{
// WAITING FOR THE FRAME TO COMPLETE BEFORE CONTINUING IS NOT BEST PRACTICE.
// This is code implemented as such for simplicity. The D3D12HelloFrameBuffering
// sample illustrates how to use fences for efficient resource usage and to
// maximize GPU utilization.
// Signal and increment the fence value.
const UINT64 fence = m_fenceValue;
ThrowIfFailed(m_commandQueue->Signal(m_fence.Get(), fence));
m_fenceValue++;
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
}

Running a DX11 compute shader with SharpDX - cannot get results

I am trying to run a compute shader and get the resulting texture using SharpDX.
From what I understood, I need to:
1. Create a texture to set as an output to the shader.
2. Set the above texture as an unordered access view so I can write to it.
3. Run the shader
4. Copy the UAV texture to a staging texture so it can be accessed by the CPU
5. Read the staging texture to a Bitmap
The problem is that whatever I do, the result is a black bitmap. I don't think the bug is in the Texture2D -> Bitmap conversion code as printing the first pixel directly from the staging texture also gives me 0.
This is my shader code:
RWTexture2D<float4> Output : register(u0);
[numthreads(32, 32, 1)]
void main(uint3 id : SV_DispatchThreadID) {
Output[id.xy] = float4(0, 1.0, 0, 1.0);
}
Using the MS DX11 docs and blogs, I pieced together this code to run the texture:
public class GPUScreenColor {
private int adapterIndex = 0;
private Adapter1 gpu;
private Device device;
private ComputeShader computeShader;
private Texture2D texture;
private Texture2D stagingTexture;
private UnorderedAccessView view;
public GPUScreenColor() {
initializeDirectX();
}
private void initializeDirectX() {
using (var factory = new Factory1()) {
gpu = factory.GetAdapter1(adapterIndex);
}
device = new Device(gpu, DeviceCreationFlags.Debug, FeatureLevel.Level_11_1);
var compilationResult = ShaderBytecode.CompileFromFile("test.hlsl", "main", "cs_5_0", ShaderFlags.Debug);
computeShader = new ComputeShader(device, compilationResult.Bytecode);
texture = new Texture2D(device, new Texture2DDescription() {
BindFlags = BindFlags.UnorderedAccess | BindFlags.ShaderResource,
Format = Format.R8G8B8A8_UNorm,
Width = 1024,
Height = 1024,
OptionFlags = ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 }
});
UnorderedAccessView view = new UnorderedAccessView(device, texture, new UnorderedAccessViewDescription() {
Format = Format.R8G8B8A8_UNorm,
Dimension = UnorderedAccessViewDimension.Texture2D,
Texture2D = { MipSlice = 0 }
});
stagingTexture = new Texture2D(device, new Texture2DDescription {
CpuAccessFlags = CpuAccessFlags.Read,
BindFlags = BindFlags.None,
Format = Format.R8G8B8A8_UNorm,
Width = 1024,
Height = 1024,
OptionFlags = ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 },
Usage = ResourceUsage.Staging
});
}
public Bitmap getBitmap() {
device.ImmediateContext.ComputeShader.Set(computeShader);
device.ImmediateContext.ComputeShader.SetUnorderedAccessView(0, view);
device.ImmediateContext.Dispatch(32, 32, 1);
device.ImmediateContext.CopyResource(texture, stagingTexture);
var mapSource = device.ImmediateContext.MapSubresource(stagingTexture, 0, MapMode.Read, MapFlags.None);
Console.WriteLine(Marshal.ReadInt32(IntPtr.Add(mapSource.DataPointer, 0)));
try {
// Copy pixels from screen capture Texture to GDI bitmap
Bitmap bitmap = new Bitmap(1024, 1024, System.Drawing.Imaging.PixelFormat.Format32bppRgb);
BitmapData mapDest = bitmap.LockBits(new Rectangle(0, 0, 1024, 1024), ImageLockMode.ReadWrite, bitmap.PixelFormat);
try {
var sourcePtr = mapSource.DataPointer;
var destPtr = mapDest.Scan0;
for (int y = 0; y < 1024; y++) {
// Copy a single line
Utilities.CopyMemory(destPtr, sourcePtr, 1024 * 4);
// Advance pointers
sourcePtr = IntPtr.Add(sourcePtr, mapSource.RowPitch);
destPtr = IntPtr.Add(destPtr, mapDest.Stride);
}
return bitmap;
} finally {
bitmap.UnlockBits(mapDest);
}
} finally {
device.ImmediateContext.UnmapSubresource(stagingTexture, 0);
}
}
}
I am pretty new to shaders so it may be something obvious...
First thing, you create your UAV as a local :
UnorderedAccessView view = new UnorderedAccessView(....
So the field is then null, replacing by
view = new UnorderedAccessView(....
will solve the first issue.
Second, it's quite likely that the runtime will complain about types (debug will give you something like :
The resource return type for component 0 declared in the shader code (FLOAT) is not compatible with the resource type bound to Unordered Access View slot 0 of the Compute Shader unit (UNORM).
Some cards might do something (fix it silently), some might do nothing, some might crash :)
Problem is that RWTexture2D does not match UNORM format (as you specify flating point format here).
You need to enforce your RWTexture to be specifically of unorm format eg (yes runtime can be that picky):
RWTexture2D<unorm float4> Output : register(u0);
Then your whole setup should work (PS: I did not check the bitmap code, but I doubled checked that the shader is running without error and first pixel is matching)

How to create 3D surface with skeletonized images?

I'm using OpenCV 3.1 (with VTK7.1) and attempt to create 3D-like surface with 2D images.
The idea is simple:
input continuous image(each frame of video stream)
skeletonization processing each frame.
stacking in 3-dimension space. Here is the problem:
How can I convert a image to point cloud and how can I display?
Here is a part of the code:
for (;;)
{
inStream >> singleFrm;
if (singleFrm.empty()) {
break;
}
else {
imshow("Origin", singleFrm);
singleFrm = singleFrm(roi);
cvtColor(singleFrm, roiSkelFrm, CV_RGB2GRAY);
const Size2d size(roiSkelFrm.cols, roiSkelFrm.rows);
threshold(roiSkelFrm, roiSkelFrm, 80, 255, cv::THRESH_BINARY);
thinning(roiSkelFrm, roiSkelFrm);
stackChFrm[0] = roiSkelFrm;
stackChFrm[1] = roiSkelFrm;
stackChFrm[2] = roiSkelFrm;
cv::merge(stackChFrm, 3, skelFrm);
skelFrm.convertTo(skelFrm, CV_32FC3);
viz::WCloud aCloudSlice(skelFrm, viz::Color::white());
myWindow.showWidget("image", aSlice);
myWindow.spinOnce(1, true);
if (waitKey(1) == 27)
break;
}
}
while (!myWindow.wasStopped())
{
myWindow.spinOnce(1, true);
}

Draw/Remove geometrical shapes on render target using DirectX 11

I am trying to draw/remove geometrical shapes on render target which displays a image.
During each frame render, a new image is rendered to the render target by updating the resource via texture mapping which works perfectly as expected.
Now, I'm trying to draw a new geometrical shape filled with a solid color on top of the render target, which is only done during the rendering of every 10th frame.
However currently stuck as to how i should approach this.
I'm using DirectX 11 on windows 7 PC with C# (slimDx or sharpDx for DirectX).
Any suggestion would be great.
Thanks.
Code:
During rendring loop i added the code below to draw the overlay which is a triangle in my case.
var device = this.Device;
var context = device.ImmediateContext;
var effectsFileResource = Properties.Resources.ShapeEffect;
ShaderBytecode shaderByteCode = ShaderBytecode.Compile(effectsFileResource, "fx_5_0", ShaderFlags.EnableStrictness | ShaderFlags.Debug, EffectFlags.None);
var effect = new Effect(device, shaderByteCode);
// create triangle vertex data, making sure to rewind the stream afterward
var verticesTriangle = new DataStream(VertexPositionColor.SizeInBytes * 3, true, true);
verticesTriangle.Write(new VertexPositionColor(new Vector3(0.0f, 0.5f, 0.5f), new Color4(1.0f, 0.0f, 0.0f, 1.0f)));
verticesTriangle.Write(new VertexPositionColor(new Vector3(0.5f, -0.5f, 0.5f), new Color4(0.0f, 1.0f, 0.0f, 1.0f)));
verticesTriangle.Write(new VertexPositionColor(new Vector3(-0.5f, -0.5f, 0.5f), new Color4(0.0f, 0.0f, 1.0f, 1.0f)));
verticesTriangle.Position = 0;
// create the triangle vertex layout and buffer
var layoutColor = new InputLayout(device, effect.GetTechniqueByName("Color").GetPassByIndex(0).Description.Signature, VertexPositionColor.inputElements);
var vertexBufferColor = new SharpDX.Direct3D11.Buffer(device, verticesTriangle, (int)verticesTriangle.Length, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
verticesTriangle.Close();
var srv = new ShaderResourceView(device, this.RenderTarget);
effect.GetVariableByName("g_Overlay").AsShaderResource().SetResource(srv);
// Think of the shared textureD3D10 as an overlay.
// The overlay needs to show the 2d content but let the underlying triangle (or whatever)
// show thru, which is accomplished by blending.
var bsd = new BlendStateDescription();
bsd.RenderTarget[0].IsBlendEnabled = true;
bsd.RenderTarget[0].SourceBlend = BlendOption.SourceColor;
bsd.RenderTarget[0].DestinationBlend = BlendOption.BlendFactor;
bsd.RenderTarget[0].BlendOperation = BlendOperation.Add;
bsd.RenderTarget[0].SourceAlphaBlend = BlendOption.One;
bsd.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero;
bsd.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add;
bsd.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
var blendStateTransparent = new BlendState(device, bsd);
context.InputAssembler.InputLayout = layoutColor;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBufferColor, VertexPositionColor.SizeInBytes, 0));
context.OutputMerger.BlendState = blendStateTransparent;
var currentTechnique = effect.GetTechniqueByName("Color");
for (var pass = 0; pass < currentTechnique.Description.PassCount; ++pass)
{
using (var effectPass = currentTechnique.GetPassByIndex(pass))
{
System.Diagnostics.Debug.Assert(effectPass.IsValid, "Invalid EffectPass");
effectPass.Apply(context);
}
context.Draw(3, 0);
};
srv.Dispose();
Also below is the shader file for the effect:
Texture2D g_Overlay;
SamplerState g_samLinear
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};
// ------------------------------------------------------
// A shader that accepts Position and Color
// ------------------------------------------------------
struct ColorVS_IN
{
float4 pos : POSITION;
float4 col : COLOR;
};
struct ColorPS_IN
{
float4 pos : SV_POSITION;
float4 col : COLOR;
};
ColorPS_IN ColorVS(ColorVS_IN input)
{
ColorPS_IN output = (ColorPS_IN)0;
output.pos = input.pos;
output.col = input.col;
return output;
}
float4 ColorPS(ColorPS_IN input) : SV_Target
{
return input.col;
}
// ------------------------------------------------------
// A shader that accepts Position and Texture
// Used as an overlay
// ------------------------------------------------------
struct OverlayVS_IN
{
float4 pos : POSITION;
float2 tex : TEXCOORD0;
};
struct OverlayPS_IN
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
OverlayPS_IN OverlayVS(OverlayVS_IN input)
{
OverlayPS_IN output = (OverlayPS_IN)0;
output.pos = input.pos;
output.tex = input.tex;
return output;
}
float4 OverlayPS(OverlayPS_IN input) : SV_Target
{
float4 color = g_Overlay.Sample(g_samLinear, input.tex);
return color;
}
// ------------------------------------------------------
// Techniques
// ------------------------------------------------------
technique11 Color
{
pass P0
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, ColorVS()));
SetPixelShader(CompileShader(ps_4_0, ColorPS()));
}
}
technique11 Overlay
{
pass P0
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, OverlayVS()));
SetPixelShader(CompileShader(ps_4_0, OverlayPS()));
}
}
The above code has been taken from : SharedResources using SharpDX

Must render buffer texture dimensions be power-of-two?

Does the texture that we use for WebGL render buffer storage need to have dimensions that are power-of-two?
Background info
I'm chasing a FRAMEBUFFER_INCOMPLETE_ATTACHMENT reported by a client on this setup:
Windows 7 Enterprise 32-Bit
Firefox Version: 33
Video Card: Intel Q45/Q43 Express Chipset Driver Version 8.13.10.2413
and so far I'm at a loss as to why it's happening, so guessing it might be something to do with NPOT textures.
Here's my render buffer implementation, which does not have power-of-two-texture yet:
SceneJS._webgl.RenderBuffer = function (cfg) {
/**
* True as soon as this buffer is allocated and ready to go
* #type {boolean}
*/
this.allocated = false;
this.canvas = cfg.canvas;
this.gl = cfg.canvas.gl;
this.buf = null;
this.bound = false;
};
/**
* Called after WebGL context is restored.
*/
SceneJS._webgl.RenderBuffer.prototype.webglRestored = function (_gl) {
this.gl = _gl;
this.buf = null;
};
/**
* Binds this buffer
*/
SceneJS._webgl.RenderBuffer.prototype.bind = function () {
this._touch();
if (this.bound) {
return;
}
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.buf.framebuf);
this.bound = true;
};
SceneJS._webgl.RenderBuffer.prototype._touch = function () {
var width = this.canvas.canvas.width;
var height = this.canvas.canvas.height;
if (this.buf) { // Currently have a buffer
if (this.buf.width == width && this.buf.height == height) { // Canvas size unchanged, buffer still good
return;
} else { // Buffer needs reallocation for new canvas size
this.gl.deleteTexture(this.buf.texture);
this.gl.deleteFramebuffer(this.buf.framebuf);
this.gl.deleteRenderbuffer(this.buf.renderbuf);
}
}
this.buf = {
framebuf: this.gl.createFramebuffer(),
renderbuf: this.gl.createRenderbuffer(),
texture: this.gl.createTexture(),
width: width,
height: height
};
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.buf.framebuf);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.buf.texture);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.NEAREST);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
try {
// Do it the way the spec requires
this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, width, height, 0, this.gl.RGBA, this.gl.UNSIGNED_BYTE, null);
} catch (exception) {
// Workaround for what appears to be a Minefield bug.
var textureStorage = new WebGLUnsignedByteArray(width * height * 3);
this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, width, height, 0, this.gl.RGBA, this.gl.UNSIGNED_BYTE, textureStorage);
}
this.gl.bindRenderbuffer(this.gl.RENDERBUFFER, this.buf.renderbuf);
this.gl.renderbufferStorage(this.gl.RENDERBUFFER, this.gl.DEPTH_COMPONENT16, width, height);
this.gl.framebufferTexture2D(this.gl.FRAMEBUFFER, this.gl.COLOR_ATTACHMENT0, this.gl.TEXTURE_2D, this.buf.texture, 0);
this.gl.framebufferRenderbuffer(this.gl.FRAMEBUFFER, this.gl.DEPTH_ATTACHMENT, this.gl.RENDERBUFFER, this.buf.renderbuf);
this.gl.bindTexture(this.gl.TEXTURE_2D, null);
this.gl.bindRenderbuffer(this.gl.RENDERBUFFER, null);
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);
// Verify framebuffer is OK
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.buf.framebuf);
if (!this.gl.isFramebuffer(this.buf.framebuf)) {
throw SceneJS_error.fatalError(SceneJS.errors.ERROR, "Invalid framebuffer");
}
var status = this.gl.checkFramebufferStatus(this.gl.FRAMEBUFFER);
switch (status) {
case this.gl.FRAMEBUFFER_COMPLETE:
break;
case this.gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
throw SceneJS_error.fatalError(SceneJS.errors.ERROR, "Incomplete framebuffer: FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
case this.gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
throw SceneJS_error.fatalError(SceneJS.errors.ERROR, "Incomplete framebuffer: FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
case this.gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
throw SceneJS_error.fatalError(SceneJS.errors.ERROR, "Incomplete framebuffer: FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
case this.gl.FRAMEBUFFER_UNSUPPORTED:
throw SceneJS_error.fatalError(SceneJS.errors.ERROR, "Incomplete framebuffer: FRAMEBUFFER_UNSUPPORTED");
default:
throw SceneJS_error.fatalError(SceneJS.errors.ERROR, "Incomplete framebuffer: " + status);
}
this.bound = false;
};
/**
* Clears this renderbuffer
*/
SceneJS._webgl.RenderBuffer.prototype.clear = function () {
if (!this.bound) {
throw "Render buffer not bound";
}
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
this.gl.disable(this.gl.BLEND);
};
/**
* Reads buffer pixel at given coordinates
*/
SceneJS._webgl.RenderBuffer.prototype.read = function (pickX, pickY) {
var x = pickX;
var y = this.canvas.canvas.height - pickY;
var pix = new Uint8Array(4);
this.gl.readPixels(x, y, 1, 1, this.gl.RGBA, this.gl.UNSIGNED_BYTE, pix);
return pix;
};
/**
* Unbinds this renderbuffer
*/
SceneJS._webgl.RenderBuffer.prototype.unbind = function () {
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);
this.bound = false;
};
/** Returns the texture
*/
SceneJS._webgl.RenderBuffer.prototype.getTexture = function () {
var self = this;
return {
bind: function (unit) {
if (self.buf && self.buf.texture) {
self.gl.activeTexture(self.gl["TEXTURE" + unit]);
self.gl.bindTexture(self.gl.TEXTURE_2D, self.buf.texture);
return true;
}
return false;
},
unbind: function (unit) {
if (self.buf && self.buf.texture) {
self.gl.activeTexture(self.gl["TEXTURE" + unit]);
self.gl.bindTexture(self.gl.TEXTURE_2D, null);
}
}
};
};
/** Destroys this buffer
*/
SceneJS._webgl.RenderBuffer.prototype.destroy = function () {
if (this.buf) {
this.gl.deleteTexture(this.buf.texture);
this.gl.deleteFramebuffer(this.buf.framebuf);
this.gl.deleteRenderbuffer(this.buf.renderbuf);
this.buf = null;
this.bound = false;
}
};
As far as I could find (I don't use WebGL), the WebGL spec delegates to the OpenGL ES 2.0 spec on these FBO related calls. RGBA with 8 bits per component is not a format that is supported as render target in ES 2.0. Many devices do support it (advertised with the OES_rgb8_rgba8 extension), but it is not part of the standard.
The texture you are using as COLOR_ATTACHMENT0 is RGBA with 8-bit components:
this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, width, height, 0,
this.gl.RGBA, this.gl.UNSIGNED_BYTE, textureStorage);
Try specifying this as RGB565, which is color renderable:
this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, width, height, 0,
this.gl.RGB, this.gl.UNSIGNED_SHORT_5_6_5, textureStorage);
If you do need an alpha component in the texture, RGBA4444 or RGB5_A1 are your only portable options:
this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, width, height, 0,
this.gl.RGBA, this.gl.UNSIGNED_SHORT_4_4_4_4, textureStorage);
this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, width, height, 0,
this.gl.RGBA, this.gl.UNSIGNED_SHORT_5_5_5_1, textureStorage);
The spec actually looks somewhat contradictory to me. Under "Differences Between WebGL and OpenGL ES 2.0", it says:
The following combinations of framebuffer object attachments, when all of the attachments are framebuffer attachment complete, non-zero, and have the same width and height, must result in the framebuffer being framebuffer complete:
COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
Which at first sight suggests that RGBA/UNSIGNED_BYTE is supported. But that's under the condition "when all of the attachments are framebuffer attachment complete", and according to the ES 2.0 spec, attachments with this format are not attachment complete. And there is no override in the WebGL spec on what "attachment complete" means.

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