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)
Related
This is my sample provider implementation
public class FilterSampleProvider : ISampleProvider
{
private ISampleProvider sourceProvider;
private float cutOffFreq;
private float bandWidth;
private BiQuadFilter filter;
public FilterSampleProvider(ISampleProvider sourceProvider, int cutOffFreq, int bandWidth)
{
this.sourceProvider = sourceProvider;
this.cutOffFreq = cutOffFreq;
this.bandWidth = bandWidth;
filter = BiQuadFilter.LowPassFilter(sourceProvider.WaveFormat.SampleRate, this.cutOffFreq, this.bandWidth);
}
public WaveFormat WaveFormat { get { return sourceProvider.WaveFormat; } }
public int Read(float[] buffer, int offset, int count)
{
int samplesRead = sourceProvider.Read(buffer, offset, count);
for (int i = 0; i < samplesRead; i++)
buffer[offset + i] = filter.Transform(buffer[offset + i]);
return samplesRead;
}
}
I am generating a sin wave at 4000 hz frequency using the below code
var sine20Seconds = new SignalGenerator()
{
Gain = 1,
Frequency = 4000,
Type = SignalGeneratorType.Sin
}
.Take(TimeSpan.FromSeconds(60));
Then I am creating a file and again reading the file because i want the original file to compare with the output.
WaveFileWriter.CreateWaveFile("filteroutput.wav", sine20Seconds.ToWaveProvider());
var reader = new WaveFileReader(File.OpenRead("filteroutput.wav"));
Then creating my filter sample provider with a cutoff frequency of 500, output I am expecting is a file without the sin wave hum
filterSampleProvider = new FilterSampleProvider(reader.ToSampleProvider(),500,1);
filteredWaveProvider = filterSampleProvider.ToWaveProvider();
I believe the q is for Quality Factor so I am passing 1
WaveFileWriter.CreateWaveFile("filteroutput1.wav", filteredWaveProvider);
Then I am create a new output file.
the output file after going through LFT is still having the sin wave at 4000Hz
Is there anything I am doing wrong?
After going through the Github Code repo of NAudio I am confused about the q value, is it quality factor or bandwidth? why would you have a bandwidth for low pass filter?
I'm building the dialog-based MFC application.
When I click the Button then I can choose the image from the file explorer and that image is also loaded into cv::imread(). And also shows in the Picture Control.
I can load and show an image in the Picture Control with the following code.
void CMFCApplication3Dlg::OnBnClickedButton1()
{
cv::Mat src = cv::imread("D:/source/repos/Testing_Photos/Large/cavalls.png");
Display(src);
}
But not with the following code.
void CMFCApplication3Dlg::OnBnClickedButton1()
{
TCHAR szFilter[] = _T("PNG (*.png)|*.png|JPEG (*.jpg)|*.jpg|Bitmap (*.bmp)|*.bmp||");
CFileDialog dlg(TRUE, NULL, NULL, OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT, szFilter, AfxGetMainWnd());
if (dlg.DoModal() == IDC_BUTTON1)
{
CString cstrImgPath = dlg.GetPathName();
CT2CA pszConvertedAnsiString(cstrImgPath);
std::string strStd(pszConvertedAnsiString);
cv::Mat src = cv::imread(strStd);
Display(src);
}
}
And the following is the "Display" function.
void CMFCApplication3Dlg::Display(cv::Mat& mat) {
CStatic * PictureB = (CStatic *)GetDlgItem(IDC_STATIC);
CWnd* cwn = (CWnd *)GetDlgItem(IDC_STATIC);
CDC* wcdc = cwn->GetDC();
HDC whdc = wcdc->GetSafeHdc();
RECT rec;
cwn->GetClientRect(&rec);
cv::Size matSize;
matSize = cv::Size(rec.right, rec.bottom);
BITMAPINFO bitmapinfo;
bitmapinfo.bmiHeader.biBitCount = 24;
bitmapinfo.bmiHeader.biWidth = mat.cols;
bitmapinfo.bmiHeader.biHeight = -mat.rows;
bitmapinfo.bmiHeader.biPlanes = 1;
bitmapinfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bitmapinfo.bmiHeader.biCompression = BI_RGB;
bitmapinfo.bmiHeader.biClrImportant = 0;
bitmapinfo.bmiHeader.biClrUsed = 0;
bitmapinfo.bmiHeader.biSizeImage = 0;
bitmapinfo.bmiHeader.biXPelsPerMeter = 0;
bitmapinfo.bmiHeader.biYPelsPerMeter = 0;
StretchDIBits(
whdc,
0, 0,
matSize.width, matSize.height,
0, 0,
mat.cols, mat.rows,
mat.data,
&bitmapinfo,
DIB_RGB_COLORS,
SRCCOPY
);
}
I am very new to MFC and I really don't have any idea where I'm wrong.
Please help me!
Thank you.
This is not the correct method to paint. The picture will be erased every time there is a paint request.
That's what happens with CFileDialog which forces another repaint immediately after you paint the image. You have to respond to OnPaint or OnDrawItem, or use CStatic::SetBitmap as noted in comment.
You can do this with CImage class, there is no need for OpenCV:
CImage img;
if(S_OK == img.Load(L"unicode.jpg"))
{
CStatic *control = (CStatic*)GetDlgItem(IDC_STATIC);
control->ModifyStyle(0, SS_BITMAP);
auto oldbmp = control->SetBitmap(img.Detach());
if(oldbmp)
DeleteObject(oldbmp);
}
Or you can use OpenCV to create HBITMAP handle.
Note that OpenCV does not handle Unicode filenames. CW2A converts Unicode to ANSI character encoding. This fails if one or more code points cannot be represented in the currently active code page. To work around it, we can open the file with CFile or std::ifstream, read it as binary, then open with cv::imdecode instead. Example:
//open the file from unicode path:
const wchar_t *filename = L"unicode.jpg";
std::ifstream fin(filename, std::ios::binary);
if(!fin.good())
return;
//read from memory
std::vector<char> vec(std::istreambuf_iterator<char>(fin), {});
cv::Mat src = cv::imdecode(vec, cv::IMREAD_COLOR);
if(!src.data)
return;
//create hbitmap
BITMAPINFOHEADER bi = { sizeof(bi), src.cols, -src.rows, 1, 24 };
CClientDC dc(this);
auto hbmp = CreateDIBitmap(dc, &bi, CBM_INIT, src.data, (BITMAPINFO*)&bi, 0);
//send hbitmap to control
auto control = (CStatic*)GetDlgItem(IDC_STATIC);
auto oldbmp = control->SetBitmap(hbmp);
if (oldbmp)
DeleteObject(oldbmp);
I have two images I want to put one on top of the other and make the first one transparent . I am using this code but the transparency is not working at all. The second image is totally covering the first one. I am using C# , Framework 4.5 , Visual Studio 2012
static void Main(string[] args)
{
Image imageBackground = Image.FromFile(#"e:\picstest\profile.png");
Image imageOverlay = SetImageOpacity(Image.FromFile(#"e:\picstest\flag.png"), 50);
Image img = new Bitmap(imageBackground.Width, imageBackground.Height);
using (Graphics gr = Graphics.FromImage(img))
{
gr.DrawImage(imageBackground, new Point(0, 0));
gr.DrawImage(imageOverlay, new Point(0, 0));
}
string outputFileName = #"e:\picstest\output.png";
using (MemoryStream memory = new MemoryStream())
{
using (FileStream fs = new FileStream(outputFileName, FileMode.Create, FileAccess.ReadWrite))
{
img.Save(memory, ImageFormat.Jpeg);
byte[] bytes = memory.ToArray();
fs.Write(bytes, 0, bytes.Length);
}
}
}
public static Image SetImageOpacity(Image img, float opacity)
{
Bitmap bmp = new Bitmap(img.Width, img.Height); // Determining Width and Height of Source Image
Graphics graphics = Graphics.FromImage(bmp);
ColorMatrix colormatrix = new ColorMatrix();
colormatrix.Matrix33 = opacity;
ImageAttributes imgAttribute = new ImageAttributes();
imgAttribute.SetColorMatrix(colormatrix, ColorMatrixFlag.Default, ColorAdjustType.Bitmap);
graphics.DrawImage(img, new Rectangle(0, 0, bmp.Width, bmp.Height), 0, 0, img.Width, img.Height, GraphicsUnit.Pixel, imgAttribute);
graphics.Dispose(); // Releasing all resource used by graphics
return bmp;
}
}
}
It was fixed by putting the opacity value as lesser than 1 , apparently more than 1 makes it not transparent.
I am using the following code to print what is inside the clipboard (bitmap).
On the printed paper, I see the black line drawn with MoveTo/LineTo however the bitmap is not drawn.
Using the same drawing code in a CView works perfectly fine.
keybd_event(VK_SNAPSHOT, 1, 0, NULL);
HBITMAP handle = NULL;
if (::OpenClipboard(NULL))
{
handle = (HBITMAP)GetClipboardData(CF_BITMAP);
if (handle)
{
CBitmap* pBmp = CBitmap::FromHandle(handle);
BITMAP bm;
pBmp->GetBitmap(&bm);
int iBmpWidth = bm.bmWidth;
int iBmpHeight = bm.bmHeight;
CPrintDialog* pDlg = new CPrintDialog(FALSE);
CString csText;
CString cTitle;
if (pDlg->GetDefaults() == FALSE)
{
delete pDlg;
return;
}
pDlg->m_pd.Flags &= ~PD_RETURNDEFAULT;
LPDEVMODE pDevMode = pDlg->GetDevMode();
::GlobalUnlock(pDlg->m_pd.hDevMode);
DOCINFO di;
di.cbSize = sizeof(DOCINFO);
pDlg->m_pd.hwndOwner = this->GetSafeHwnd();
if (pDlg->DoModal() == IDOK)
{
HDC hdcPrinter = pDlg->GetPrinterDC();
if (hdcPrinter != NULL)
{
pDevMode = (LPDEVMODE)GlobalLock(pDlg->m_pd.hDevMode);
pDevMode->dmPaperSize = DMPAPER_A4;
pDevMode->dmOrientation = DMORIENT_LANDSCAPE;
ResetDCW(hdcPrinter, pDevMode);
GlobalUnlock(pDlg->m_pd.hDevMode);
// create a CDC and attach it to the default printer
CDC dcPrinter;
dcPrinter.Attach(hdcPrinter);
// call StartDoc() to begin printing
DOCINFO docinfo;
memset(&docinfo, 0, sizeof(docinfo));
docinfo.cbSize = sizeof(docinfo);
docinfo.lpszDocName = _T("CDC::StartDoc() Code Fragment");
// if it fails, complain and exit gracefully
if (dcPrinter.StartDoc(&docinfo) < 0)
{
MessageBox(_T("Printer wouldn't initalize"));
}
else
{
// start a page
if (dcPrinter.StartPage() < 0)
{
MessageBox(_T("Could not start page"));
dcPrinter.AbortDoc();
}
else
{
int PaperWidth = dcPrinter.GetDeviceCaps(HORZRES);
int PaperHeight = dcPrinter.GetDeviceCaps(VERTRES);
CDC memDC;
memDC.CreateCompatibleDC(&dcPrinter);
CBitmap* pOldBit = memDC.SelectObject(pBmp);
dcPrinter.MoveTo(1000, 1000);
dcPrinter.LineTo(PaperWidth - 1000, PaperHeight - 1000);
dcPrinter.StretchBlt(100,
100,
PaperWidth - 100,
PaperHeight - 100,
&memDC,
0,
0,
iBmpWidth,
iBmpHeight,
SRCCOPY);
memDC.SelectObject(pOldBit);
memDC.DeleteDC();
dcPrinter.EndPage();
dcPrinter.EndDoc();
}
}
}
}
delete pDlg;
}
::EmptyClipboard();
::CloseClipboard();
}
Using your code without any changes works for me, I tested using a real printer and CutePDF, both printed the bitmap. It might be an issue with your source DC when you create memDC, either it does not support the correct color space or does not support raster operations. Try the following code instead:
CDC* pDC = GetDesktopWindow()->GetDC();
memDC.CreateCompatibleDC(pDC);
GetDesktopWindow()->ReleaseDC(pDC);
I use GetDIBits() to retrieve the bits of bitmap and copies them into a buffer. The function doesn't fail (the result is different to NULL), but I get wrong height of bitmap and erroneous buffer.
This is a part of my code:
HDC hdcMemDC = CreateCompatibleDC(hDC); // (hDC = hDC = BeginPaint(hwnd, &ps): i get it in WM_Paint)
int l_uiWidth = 400;
int l_uiHeight = 120;
HBITMAP hbmp = CreateCompatibleBitmap(hDC, l_uiWidth, l_uiHeight);
HGDIOBJ oldhbmp = SelectObject(hdcMemDC,hbmp);
BITMAPINFO bi;
bi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bi.bmiHeader.biWidth = l_uiWidth;
bi.bmiHeader.biHeight = l_uiHeight;
bi.bmiHeader.biPlanes = 1;
bi.bmiHeader.biBitCount = 8;
bi.bmiHeader.biCompression = BI_RGB;
bi.bmiHeader.biSizeImage = 0;
bi.bmiHeader.biXPelsPerMeter = 0;
bi.bmiHeader.biYPelsPerMeter = 0;
bi.bmiHeader.biClrUsed = 256;
bi.bmiHeader.biClrImportant = 0;
BYTE *l_ImagePDM = new BYTE[l_uiWidth * l_uiHeight];
GetDIBits(hdcMemDC,hbmp,0,l_uiHeight,l_Image,&bi,DIB_RGB_COLORS);
Please Help me!
What's wrong with my code ?
You have not drawn anything on the bitmap that you are querying the bits for. CreateCompatibleBitmap() does not make a copy of the pixels of the source HDC. It merely allocates an HBITMAP that is compatible with the specified HDC, which then allows you to select the HBITMAP into that HDC. But you still have to draw something onto the bitmap to make its content meaningful before you can then query its bits.
When you use C++ Builder you can use Graphics unit for processing graphics.
Example of copying something from window:
void __fastcall TForm1::Button1Click(TObject *Sender)
{
// Create a bitmap
Graphics::TBitmap* bit = new Graphics::TBitmap();
bit->PixelFormat = pf24bit;
bit->HandleType = bmDIB;
bit->Width = 200;
bit->Height = 200; // or bit->SetSize(200, 200) - newer versions C++ Builder
// Copy something from this Form (from window)
bit->Canvas->CopyRect(TRect(0, 0, 200, 200), this->Canvas, TRect(0, 0, 200, 200));
// Do something with bitmap data
RGBTRIPLE* line;
for (int i = 0; i < bit->Height; i++)
{
// Get memory address from line i
line = (RGBTRIPLE*) bit->ScanLine[i];
// Change 5'th pixel
line[5].rgbtRed = 255;
}
// Get whole bitmap memory. Bitmap data are stored upside down and size of each row is rounded
// up to a multiple of 4 bytes.
unsigned char* bitmem = (unsigned char*)(bit->ScanLine[ bit->Height-1 ]);
//...
// Draw bitmap on Form
Canvas->Draw(0, 200, bit);
delete bit;
}
When you have device context you can use TCanvas like this:
void __fastcall TForm1::Button2Click(TObject *Sender)
{
// Create device context
HDC hdc = GetDC(this->Handle); // or GetWindowDC - whole window with frame
// Create canvas and associate device context
TCanvas* canv = new TCanvas();
canv->Handle = hdc;
// Create a bitmap
Graphics::TBitmap* bit = new Graphics::TBitmap();
bit->PixelFormat = pf24bit;
bit->HandleType = bmDIB;
bit->Width = this->ClientWidth;
bit->Height = this->ClientHeight; // or bit->SetSize(w, h) - newer versions C++ Builder
// Copy window content
TRect r(0, 0, this->ClientWidth, this->ClientHeight);
bit->Canvas->CopyRect(r, canv, r); // USEING TCanvas
// Release context and delete canvas
ReleaseDC(this->Handle, hdc);
delete canv;
// Do something with the bitmap
bit->SaveToFile("screenshot.bmp");
delete bit;
}
You can also use TCanvas for device context from BeginPaint:
canv->Handle = BeginPaint(hwnd, &ps);