DirectCompute: How to read from a RWTexture2D<float4>? - directx

I have the following buffer:
RWTexture2D<float4> Output : register(u0);
This buffer is used by a compute shader for rendering a computed image.
To write a pixel in that texture, I just use code similar to this:
Output[XY] = SomeFunctionReturningFloat4(SomeArgument);
This works very well and my computed image is correctly rendered on screen.
Now at some stage in the compute shader, I would like to read back an
already computed pixel and process it again.
Output[XY] = SomeOtherFunctionReturningFloat4(Output[XY]);
The compiler return an error:
error X3676: typed UAV loads are only allowed for single-component 32-bit element types
Any help appreciated.

In Compute Shaders, data access is limited on some data types, and not at all intuitive and straightforward. In your case, you use a
RWTexture2D<float4>
That is a UAV typed of DXGI_FORMAT_R32G32B32A32_FLOAT format.
This forma is only supported for UAV typed store, but it’s not supported by UAV typed load.
Basically, you can only write on it, but not read it. UAV typed load only supports 32 bit formats, in your case DXGI_FORMAT_R32_FLOAT, that can only contain a single component (32 bits and that’s all).
Your code should run if you use a RWTexture2D<float> but I suppose this is not enough for you.
Possible workarounds that spring to my minds are:
1. using 4 different RWTexture2D<float>, one for each component
2. using 2 different textures, RWTexture2D<float4> to write your values and Texture2D<float4> to read from
3. Use a RWStructuredBufferinstead of the texture.
I don’t know your code so I don’t know if solutions 1. and 2. could be viable. However, I strongly suggest going for 3. and using StructuredBuffer. A RWStructuredBuffer can hold any type of struct and can easily cover all your needs. To be honest, in compute shaders I almost only use them to pass data. If you need the final output to be a texture, you can do all your calculations on the buffer, then copy the results on the texture when you’re done. I would add that drivers often use CompletePath to access RWTexture2D data, and FastPath to access RWStructuredBuffer data, making the former awfully slower than the latter.
Reference for data type access is here. Scroll down to UAV typed load.

Related

When to use setVertexBytes/setVertexBuffer when dealing with small data in Metal?

The documentation for setVertexBytes says:
Use this method for single-use data smaller than 4 KB. Create a MTLBuffer object if your data exceeds 4 KB in length or persists for multiple uses.
What exactly does single-use mean?
For example, if I have a uniforms struct which is less than 4KB(and is updated every frame), is it better to use a triple buffer technique or simply use setVertexBytes?
From what I understand using setVertexBytes would copy the data every time into a MTLBuffer that Metal manages. This sounds slower than using triple buffering.
But then if I have different objects, each with its own uniforms, I would have to triple buffer everything, since it's dynamically updated.
And if I have a material that updates rarely but is passed to the shader every frame, would it be better to keep it in a buffer or pass it as a pointer using setVertexBytes?
It's not necessarily the case that Metal manages a distinct resource into which this data is written. As user Columbo notes in their comment, some hardware allows constant data to be recorded directly into command buffer memory, from which it can be subsequently read by a shader.
As always, you should profile in order to find the difference between the two approaches on your target hardware, but if the amount of data you're pushing per draw call is small, you might very well find that using setVertexBytes:... is faster than writing into a buffer and calling setVertexBuffer:....
For data that doesn't vary every frame (your slow-varying material use case), it may indeed be more efficient to keep that data in a buffer (double- or triple-buffered) rather than using setVertexBytes:....

Equivalent of glColorMask in Metal for a kernel program?

I am trying to move from OpenGL to Metal for my iOS apps. In my OpenGL code I use glColorMask (if I want to write only to selected channels, for example only to alpha channel of a texture) in many places.
In Metal, for render pipeline (though vertex and fragment shader) seems like MTLColorWriteMask is the equivalent of glColorMask. I can setup it up while creating a MTLRenderPipelineState through the MTLRenderPipelineDescriptor.
But I could not find a similar option for compute pipeline (through kernel function). I always need to write all the channels (red, green, blue and alpha) every time I write to an output texture. What if I want to preserve the alpha (or any other channel) and only want to modify the color channels? I can create a copy of the output texture and use it as one of the inputs and read alpha from it to preserve the values but that is expensive.
Computer memory architectures don't like writing only some bytes of data. A write to 1 out of 4 bytes usually involves reading those four bytes into the cache, modifying one of them in the cache, and then writing those four bytes back out into memory. Well, most computers read/write a lot more than 4 bytes at a time, but you get the idea.
This happens with framebuffers too. If you do a partial write mask, the hardware is still going to be doing the equivalent of a read/modify/write on that texture. It's just not changing all of the bytes its reads.
So you can do the same thing from your compute shader. Read the 4-vector value, modify the channels you want, and then write it back out. As long as the read and write are from the same shader invocation, there should be no synchronization problems (assuming that no other invocations are trying to read/write to that same location, but if that were the case, you'd have problems anyway).

Vulkan texture rendering on multiple meshes

I am in the middle of rendering different textures on multiple meshes of a model, but I do not have much clues about the procedures. Someone suggested for each mesh, create its own descriptor sets and call vkCmdBindDescriptorSets() and vkCmdDrawIndexed() for rendering like this:
// Pipeline with descriptor set layout that matches the shared descriptor sets
vkCmdBindPipeline(...pipelines.mesh...);
...
// Mesh A
vkCmdBindDescriptorSets(...&meshA.descriptorSet... );
vkCmdDrawIndexed(...);
// Mesh B
vkCmdBindDescriptorSets(...&meshB.descriptorSet... );
vkCmdDrawIndexed(...);
However, the above approach is quite different from the chopper sample and vulkan's samples that makes me have no idea where to start the change. I really appreciate any help to guide me to a correct direction.
Cheers
You have a conceptual object which is made of multiple meshes which have different texturing needs. The general ways to deal with this are:
Change descriptor sets between parts of the object. Painful, but it works on all Vulkan-capable hardware.
Employ array textures. Each individual mesh fetches its data from a particular layer in the array texture. Of course, this restricts you to having each sub-mesh use textures of the same size. But it works on all Vulkan-capable hardware (up to 128 array elements, minimum). The array layer for a particular mesh can be provided as a push-constant, or a base instance if that's available.
Note that if you manage to be able to do it by base instance, then you can render the entire object with a multi-draw indirect command. Though it's not clear that a short multi-draw indirect would be faster than just baking a short sequence of drawing commands into a command buffer.
Employ sampler arrays, as Sascha Willems suggests. Presumably, the array index for the sub-mesh is provided as a push-constant or a multi-draw's draw index. The problem is that, regardless of how that array index is provided, it will have to be a dynamically uniform expression. And Vulkan implementations are not required to allow you to index a sampler array with a dynamically uniform expression. The base requirement is just a constant expression.
This limits you to hardware that supports the shaderSampledImageArrayDynamicIndexing feature. So you have to ask for that, and if it's not available, then you've got to work around that with #1 or #2. Or just don't run on that hardware. But the last one means that you can't run on any mobile hardware, since most of them don't support this feature as of yet.
Note that I am not saying you shouldn't use this method. I just want you to be aware that there are costs. There's a lot of hardware out there that can't do this. So you need to plan for that.
The person that suggested the above code fragment was me I guess ;)
This is only one way of doing it. You don't necessarily have to create one descriptor set per mesh or per texture. If your mesh e.g. uses 4 different textures, you could bind all of them at once to different binding points and select them in the shader.
And if you a take a look at NVIDIA's chopper sample, they do it pretty much the same way only with some more abstraction.
The example also sets up descriptor sets for the textures used :
VkDescriptorSet *textureDescriptors = m_renderer->getTextureDescriptorSets();
binds them a few lines later :
VkDescriptorSet sets[3] = { sceneDescriptor, textureDescriptors[0], m_transform_descriptor_set };
vkCmdBindDescriptorSets(m_draw_command[inCommandIndex], VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, 3, sets, 0, NULL);
and then renders the mesh with the bound descriptor sets :
vkCmdDrawIndexedIndirect(m_draw_command[inCommandIndex], sceneIndirectBuffer, 0, inCount, sizeof(VkDrawIndexedIndirectCommand));
vkCmdDraw(m_draw_command[inCommandIndex], 1, 1, 0, 0);
If you take a look at initDescriptorSets you can see that they also create separate descriptor sets for the cubemap, the terrain, etc.
The LunarG examples should work similar, though if I'm not mistaken they never use more than one texture?

Instance vs Loops in HLSL Model 5 Geometry Shaders

I'm looking at getting a program written for DirectX11 to play nice on DirectX10. To do that, I need to compile the shaders for model 4, not 5. Right now the only problem with that is that the geometry shaders use instancing which is unsupported by 4. The general model is
[instance(NUM_INSTANCES)]
void Gs(..., in uint instanceId : SV_GSInstanceID) { }
I can't seem to find many documents on why this exists, because my thought is: can't I just replace this with a loop from instanceId=0 to instanceId=NUM_INSTANCES-1?
The answer seems to be no, as it doesn't seems to output correctly, but besides my exact problem - can you help me understand why the concept of instancing exists. Is there some implication on the entire pipeline that instancing has beyond simply calling the main function twice with a different index?
With regards to why my replacement did not work:
Geometry shaders are annotated with [maxvertexcount(N)]. I had incorrectly assumed this was the vertex input count, and ignored it. In fact, input is determined by the type of primitive coming in, and so this was about the output. Before, if N was my output over I instances, each instance output N vertices. But now that I want to use a loop, a single instance outputs N*I vertices. As such, the answer was to do as I suggested, and also use [maxvertexcount(N*NUM_INSTANCES)].
To more broadly answer my question on why instances may be useful in a world that already has loops, I can only guess
Loops are not truly supported in shaders, it turns out - graphics card cores do not have a concept of control flow. When loops are written in shaders, the loop is unrolled (see [unroll]). This has limitations, makes compilation slower, and makes the shader blob bigger.
Instances can be parallelized - one GPU core can run one instance of a shader while another runs the next instance of the same shader with the same input.

Direct3D 10 Hardware Instancing using Structured Buffers

I am trying to implement hardware instancing with Direct3D 10+ using Structured Buffers for the per instance data but I've not used them before.
I understand how to implement instancing when combining the per vertex and per instance data into a single structure in the Vertex Shader - i.e. you bind two vertex buffers to the input assembler and call the DrawIndexedInstanced function.
Can anyone tell me the procedure for binding the input assembler and making the draw call etc. when using Structured Buffers with hardware instancing? I can't seem to find a good example of it anywhere.
It's my understanding that Structured Buffers are bound as ShaderResourceViews, is this correct?
Yup, that's exactly right. Just don't put any per-instance vertex attributes in your vertex buffer or your input layout and create a ShaderResourceView of the buffer and set it on the vertex shader. You can then use the SV_InstanceID semantic to query which instance you're on and just fetch the relevant struct from your buffer.
StructuredBuffers are very similar to normal buffers. The only differences are that you specify the D3D11_RESOURCE_MISC_BUFFER_STRUCTURED flag on creation, fill in StructureByteStride and when you create a ShaderResourceView the Format is DXGI_UNKNOWN (the format is specified implicitly by the struct in your shader).
StructuredBuffer<MyStruct> myInstanceData : register(t0);
is the syntax in HLSL for a StructuredBuffer and you just access it using the [] operator like you would an array.
Is there anything else that's unclear?

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