I am trying to find an efficient way to pan a 2D image in place using DirectX 9
I've attached a picture below that hopefully explains what I want to do. Basically, I want to scroll the tu and tv coordinates of all the quad's vertices across the texture to produce a "scrolling in place" effect for a 2D texture.
The first image below represents my loaded texture.
The second image is the texture with the tu,tv coordinates of the four vertices in each corner showing the standard rendered image.
The third image illustrates what I want to happen; I want to move the vertices in such a way that the box that is rendered straddles the end of the image and wraps back around in such a way that the texture will be rendered as shown with the two halves of the cloud separated.
The fourth image shows my temporary (wasteful) solution; I simply doubled the image and pan across until I reach the far right edge, at which point I reset the vertices' tu and tv so that the box being rendered is back on the far right.
Is there a legitimate way to do this without breaking everything into two separate quads?
I've added details of my set up and my render code below, if that helps clarify a path to a solution with my current design.
I have a function that sets up DirectX for 2D render as follows. I've added wrap properties to texture stage 0 as recommended:
VOID SetupDirectXFor2DRender()
{
pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
pd3dDevice->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT );
// Set for wrapping textures to enable panning sprite render
pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP );
pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP );
pd3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0 );
pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND , D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA) ;
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
return;
}
On each frame, I render things as follows:
VOID RenderAllEntities()
{
HRESULT hResult;
// Void pointer for DirectX buffer locking
VOID* pVoid;
hResult = pd3dDevice->Clear( 0,
NULL,
D3DCLEAR_TARGET,
0x0,
1.0f,
0 );
hResult = pd3dDevice->BeginScene();
// Do rendering on the back buffer here
hResult = pd3dDevice->SetFVF( CUSTOMFVF );
hResult = pd3dDevice->SetStreamSource( 0, pVertexBuffer, 0, sizeof(CUSTOM_VERTEX) );
for ( std::vector<RenderContext>::iterator renderContextIndex = queuedContexts.begin(); renderContextIndex != queuedContexts.end(); ++renderContextIndex )
{
// Render each sprite
for ( UINT uiIndex = 0; uiIndex < (*renderContextIndex).uiNumSprites; ++uiIndex )
{
// Lock the vertex buffer into memory
hResult = pVertexBuffer->Lock( 0, 0, &pVoid, 0 );
// Copy our vertex buffer to memory
::memcpy( pVoid, &renderContextIndex->vertexLists[uiIndex], sizeof(vertexList) );
// Unlock buffer
hResult = pVertexBuffer->Unlock();
hResult = pd3dDevice->SetTexture( 0, (*renderContextIndex).textures[uiIndex]->GetTexture() );
hResult = pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 6 );
}
}
// Complete and present the rendered scene
hResult = pd3dDevice->EndScene();
hResult = pd3dDevice->Present( NULL, NULL, NULL, NULL );
return;
}
To test SetTransform, I tried adding the following (sloppy but temporary) code block inside the render code before the call to DrawPrimitive:
{
static FLOAT di = 0.0f;
static FLOAT dy = 0.0f;
di += 0.03f;
dy += 0.03f;
// Build and set translation matrix
D3DXMATRIX ret;
D3DXMatrixIdentity(&ret);
ret(3, 0) = di;
ret(3, 1) = dy;
//ret(3, 2) = dz;
hResult = pd3dDevice->SetTransform( D3DTS_TEXTURE0, &ret );
}
This does not make any of my rendered sprites pan about.
I've been working through DirectX tutorials and reading the MS documentation to catch up on things but there are definitely holes in my knowledge, so I hope I'm not doing anything too completely brain-dead.
Any help super appreciated.
Thanks!
This should be quiet easy to do with one quad.
Assuming that you're using DX9 with the fixed function pipeline, you can translate your texture with IDirect3DDevice9::SetTransform (doc) with the properly texture as D3DTRANSFORMSTATETYPE(doc) and a 2D-Translation Matrix. You must ensure that your sampler state D3DSAMP_ADDRESSU and D3DSAMP_ADDRESSV (doc) is set to D3DTADDRESS_WRAP (doc). This tiles the texture virtually, so that negativ uv-values or values greater 1 are mapped to an infinit repetition of your texture.
If you're using shaders or another version of directx, you can translate you texture coordinate by yourself in the shader or manipulate the uv-values of your vertices.
Related
I want to render a cube on a picture like in this tutorial. Problem is that it renders only the picture and the cube doesn't render. Can you help me ? Thankyou
m_spriteBatch->Begin();
m_spriteBatch->Draw(m_background.Get(), m_fullscreenRect);
//
// Clear the back buffer
//
g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, Colors::MidnightBlue );
g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);
//
// Update variables
//
ConstantBuffer cb;
cb.mWorld = XMMatrixTranspose( g_World );
cb.mView = XMMatrixTranspose( g_View );
cb.mProjection = XMMatrixTranspose( g_Projection );
g_pImmediateContext->UpdateSubresource( g_pConstantBuffer, 0, nullptr, &cb, 0, 0 );
//
// Renders a triangle
//
g_pImmediateContext->VSSetShader( g_pVertexShader, nullptr, 0 );
g_pImmediateContext->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer );
g_pImmediateContext->PSSetShader( g_pPixelShader, nullptr, 0 );
g_pImmediateContext->DrawIndexed( 36, 0, 0 ); // 36 vertices needed for 12 triangles in a triangle list
//
// Present our back buffer to our front buffer
//
m_spriteBatch->End();
g_pSwapChain->Present( 0, 0 );
SpriteBatch batches up draws for performance, so it's likely being drawn after the cube draw. If you want to make sure the sprite background draws first, then you need to call End before you submit your cube. You also need to call Begin after you set up the render target:
// Clear
g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);
// Draw background image
m_spriteBatch->Begin();
m_spriteBatch->Draw(m_background.Get(), m_fullscreenRect);
m_spriteBatch->End();
// Draw objects
context->OMSetBlendState(…);
context->OMSetDepthStencilState(…);
context->IASetInputLayout(…);
context->IASetVertexBuffers(…);
context->IASetIndexBuffer(…);
context->IASetPrimitiveTopology(…);
You can omit the ClearRenderTargetView if the m_background texture covers the whole screen.
For more on how SpriteBatch draw order and batching works, see the wiki.
Based on this answer by #ChuckWalbourn I fixed the problem.
g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, Colors::MidnightBlue );
g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH |
D3D11_CLEAR_STENCIL, 1.0f, 0);
m_spriteBatch->Begin();
m_spriteBatch->Draw(m_background.Get(), m_fullscreenRect);
m_spriteBatch->End();
states = std::make_unique<CommonStates>(g_pd3dDevice);
g_pImmediateContext->OMSetBlendState(states->Opaque(), Colors::Black, 0xFFFFFFFF);
g_pImmediateContext->OMSetDepthStencilState(states->DepthDefault(), 0);
// Set the input layout
g_pImmediateContext->IASetInputLayout(g_pVertexLayout);
UINT stride = sizeof(SimpleVertex);
UINT offset = 0;
g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
// Set index buffer
g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
// Set primitive topology
g_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Draw objects
I have a c++/cx project where I'm rendering procedural meshes using DirectX-11, it all seems to work fine, but now I wanted to also import and render meshes from files (from fbx to be exact).
I was told to use the DirectX Toolkit for this.
I followed the tutorials of the toolkit, and that all worked,
but then I tried doing that in my project but it didn't seem to work. The imported mesh was not visible, and the existing procedural meshes were rendered incorrectly (as if without a depth buffer).
I then tried manually rendering the imported mesh (identical to the procedural meshes, without using the Draw function from DirectXTK)
This works better, the existing meshes are all correct, but the imported mesh color's are wrong; I use a custom made vertex and fragment shader, that uses only vertex position and color data, but for some reason the imported mesh's normals are send to shader instead of the vertex-colors.
(I don't even want the normals to be stored in the mesh, but I don't seem to have the option to export to fbx without normals, and even if I remove them manually from the fbx, at import the DirectXTK seem to recalculate the normals)
Does anyone know what I'm doing wrong?
This is all still relatively new to me, so any help appreciated.
If you need more info, just let me know.
Here is my code for rendering meshes:
First the main render function (which is called once every update):
void Track3D::Render()
{
if (!_loadingComplete)
{
return;
}
static const XMVECTORF32 up = { 0.0f, 1.0f, 0.0f, 0.0f };
// Prepare to pass the view matrix, and updated model matrix, to the shader
XMStoreFloat4x4(&_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(_CameraPosition, _CameraLookat, up)));
// Clear the back buffer and depth stencil view.
_d3dContext->ClearRenderTargetView(_renderTargetView.Get(), DirectX::Colors::Transparent);
_d3dContext->ClearDepthStencilView(_depthStencilView.Get(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
// Set render targets to the screen.
ID3D11RenderTargetView *const targets[1] = { _renderTargetView.Get() };
_d3dContext->OMSetRenderTargets(1, targets, _depthStencilView.Get());
// Here I render everything:
_TrackMesh->Render(_constantBufferData);
RenderExtra();
_ImportedMesh->Render(_constantBufferData);
Present();
}
The Present-function:
void Track3D::Present()
{
DXGI_PRESENT_PARAMETERS parameters = { 0 };
parameters.DirtyRectsCount = 0;
parameters.pDirtyRects = nullptr;
parameters.pScrollRect = nullptr;
parameters.pScrollOffset = nullptr;
HRESULT hr = S_OK;
hr = _swapChain->Present1(1, 0, ¶meters);
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
{
OnDeviceLost();
}
else
{
if (FAILED(hr))
{
throw Platform::Exception::CreateException(hr);
}
}
}
Here's the render function which I call on every mesh:
(All of the mesh-specific data is gotten from the imported mesh)
void Mesh::Render(ModelViewProjectionConstantBuffer constantBufferData)
{
if (!_loadingComplete)
{
return;
}
XMStoreFloat4x4(&constantBufferData.model, XMLoadFloat4x4(&_modelMatrix));
// Prepare the constant buffer to send it to the Graphics device.
_d3dContext->UpdateSubresource(
_constantBuffer.Get(),
0,
NULL,
&constantBufferData,
0,
0
);
UINT offset = 0;
_d3dContext->IASetVertexBuffers(
0,
1,
_vertexBuffer.GetAddressOf(),
&_stride,
&_offset
);
_d3dContext->IASetIndexBuffer(
_indexBuffer.Get(),
DXGI_FORMAT_R16_UINT, // Each index is one 16-bit unsigned integer (short).
0
);
_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
_d3dContext->IASetInputLayout(_inputLayout.Get());
// Attach our vertex shader.
_d3dContext->VSSetShader(
_vertexShader.Get(),
nullptr,
0
);
// Send the constant buffer to the Graphics device.
_d3dContext->VSSetConstantBuffers(
0,
1,
_constantBuffer.GetAddressOf()
);
// Attach our pixel shader.
_d3dContext->PSSetShader(
_pixelShader.Get(),
nullptr,
0
);
SetTexture();
// Draw the objects.
_d3dContext->DrawIndexed(
_indexCount,
0,
0
);
}
And this is the vertex shader:
cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;
matrix view;
matrix projection;
};
struct VertexShaderInput
{
float3 pos : POSITION;
//float3 normal : NORMAL0; //uncommenting these changes the color data for some reason (but always wrong)
//float2 uv1 : TEXCOORD0;
//float2 uv2 : TEXCOORD1;
float3 color : COLOR0;
};
struct VertexShaderOutput
{
float3 color : COLOR0;
float4 pos : SV_POSITION;
};
VertexShaderOutput main(VertexShaderInput input)
{
VertexShaderOutput output;
float4 pos = float4(input.pos, 1.0f);
// Transform the vertex position into projected space.
pos = mul(pos, model);
pos = mul(pos, view);
pos = mul(pos, projection);
output.pos = pos;
output.color = input.color;
return output;
}
And this is the pixel shader:
struct PixelShaderInput
{
float3 color: COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
return float4(input.color.r, input.color.g, input.color.b, 1);
}
The most likely issue is that you are not setting enough state for your drawing, and that the DirectX Tool Kit drawing functions are setting states that don't match what your existing code requires.
For performance reasons, DirectX Tool Kit does not 'save & restore' state. Instead each draw function sets the state it needs fully and then leaves it. I document which state is impacted in the wiki under the State management section for each class.
Your code above sets the vertex buffer, index buffer, input layout, vertex shader, pixel shader, primitive topology, and VS constant buffer in slot 0.
You did not set blend state, depth/stencil state, or the rasterizer state. You didn't provide the pixel shader so I don't know if you need any PS constant buffers, samplers, or shader resources.
Try explicitly setting the blend state, depth/stencil state, and rasterizer state before you draw your procedural meshes. If you just want to go back to the defined defaults instead of whatever DirectX Tool Kit did, call:
_d3dContext->RSSetState(nullptr);
_d3dContext->OMSetBlendState(nullptr, nullptr, 0);
_d3dContext->OMSetDepthStencilState(nullptr, 0xffffffff);
See also the CommonStates class.
It's generally not a good idea to use identifiers that start with _ in C++. Officially all identifiers that start with _X where X is a capital letter or __ are reserved for the compiler and library implementers so it could conflict with some compiler stuff. m_ or something similar is better.
My Skybox is in perspective view, the closer i go it comes near. I have disabled the D3DRS_ZWRITEENABLE also.
Device->SetTransform(D3DTS_WORLD,GetTransform());
Device->SetRenderState( D3DRS_LIGHTING,FALSE);
Device->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
Device->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
Device->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
Device->SetFVF(SKYBOX_VERTEX::FVF);
Device->SetStreamSource(0,m_pVertexBuffer,0,sizeof(SKYBOX_VERTEX));
Device->SetIndices(m_pIndexBuffer);
for(int i=0;i<6;i++)
{
Device->SetTexture(0,m_skyTextures[i].TextureFile);
Device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,4,i*6,2);
//Device->DrawPrimitive(D3DPT_TRIANGLEFAN,i*4,2);
}
Device->SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
Device->SetRenderState( D3DRS_LIGHTING,TRUE);
Device->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP );
Device->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP );
I want it to look far always.
Could anyone please help me to port this DX9 code to DX10 (not 11!). It is a simple drawing to texture.
// create the texture
m_pDevice->CreateTexture(m_width, m_height, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &m_pTexture, NULL);
// get its surface (target surface)
m_pTexture->GetSurfaceLevel(0, &m_pSurface);
// create the second surface (source surface)
m_pDevice->CreateOffscreenPlainSurface(m_width, m_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &m_pSurfaceMem, NULL);
// drawing to Direct3D, this is called in loop
...
m_pSurfaceMem->GetDC(&hdc);
HRGN hrgn = CreateRectRgnIndirect(lprc);
SelectClipRgn(hdc, hrgn);
RECTL clipRect = { 0, 0, m_width, m_height };
// This draws to the source surface
m_pViewObject->Draw(DVASPECT_TRANSPARENT, 1, NULL, NULL, NULL, hdc, &clipRect, &clipRect, NULL, 0);
m_pSurfaceMem->ReleaseDC(hdc);
DeleteObject(hrgn);
POINT pt = {lprc->left, lprc->top};
// Now update the target surface
m_pDevice->UpdateSurface(m_pSurfaceMem, lprc, m_pSurface, &pt);
Error handling and the likes can be omitted for simplicity.
What's the efficient way to render a bunch of layered textures? I have some semitransparent textured rectangles that I position randomly in 3D space and render them from back to front.
Currently I call d3dContext->PSSetShaderResources() to feed the pixel shader with a new texture before each call to d3dContext->DrawIndexed(). I have a feeling that I am copying the texture to the GPU memory before each draw. I might have 10-30 ARGB textures roughly 1024x1024 pixels each and they are associated across 100-200 rectangles that I render on screen. My FPS is OK at 100, but goes pretty bad around 200. I possibly have some inefficiencies elsewhere since this is my first semi-serious D3D code, but I strongly suspect this has to do with copying the textures back and forth. 30*1024*1024*4 is 120MB, which is a bit high for a Metro Style App that should target any Windows 8 device. So putting them all in there might be a stretch, but maybe I could at least cache a few somehow? Any ideas?
*EDIT - Some code snippets added
Constant Buffer
struct ModelViewProjectionConstantBuffer
{
DirectX::XMMATRIX model;
DirectX::XMMATRIX view;
DirectX::XMMATRIX projection;
float opacity;
float3 highlight;
float3 shadow;
float textureTransitionAmount;
};
The Render Method
void RectangleRenderer::Render()
{
// Clear background and depth stencil
const float backgroundColorRGBA[] = { 0.35f, 0.35f, 0.85f, 1.000f };
m_d3dContext->ClearRenderTargetView(
m_renderTargetView.Get(),
backgroundColorRGBA
);
m_d3dContext->ClearDepthStencilView(
m_depthStencilView.Get(),
D3D11_CLEAR_DEPTH,
1.0f,
0
);
// Don't draw anything else until all textures are loaded
if (!m_loadingComplete)
return;
m_d3dContext->OMSetRenderTargets(
1,
m_renderTargetView.GetAddressOf(),
m_depthStencilView.Get()
);
UINT stride = sizeof(BasicVertex);
UINT offset = 0;
// The vertext buffer only has 4 vertices of a rectangle
m_d3dContext->IASetVertexBuffers(
0,
1,
m_vertexBuffer.GetAddressOf(),
&stride,
&offset
);
// The index buffer only has 4 vertices
m_d3dContext->IASetIndexBuffer(
m_indexBuffer.Get(),
DXGI_FORMAT_R16_UINT,
0
);
m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_d3dContext->IASetInputLayout(m_inputLayout.Get());
FLOAT blendFactors[4] = { 0, };
m_d3dContext->OMSetBlendState(m_blendState.Get(), blendFactors, 0xffffffff);
m_d3dContext->VSSetShader(
m_vertexShader.Get(),
nullptr,
0
);
m_d3dContext->PSSetShader(
m_pixelShader.Get(),
nullptr,
0
);
m_d3dContext->PSSetSamplers(
0, // starting at the first sampler slot
1, // set one sampler binding
m_sampler.GetAddressOf()
);
// number of rectangles is in the 100-200 range
for (int i = 0; i < m_rectangles.size(); i++)
{
// start rendering from the farthest rectangle
int j = (i + m_farthestRectangle) % m_rectangles.size();
m_vsConstantBufferData.model = m_rectangles[j].transform;
m_vsConstantBufferData.opacity = m_rectangles[j].Opacity;
m_vsConstantBufferData.highlight = m_rectangles[j].Highlight;
m_vsConstantBufferData.shadow = m_rectangles[j].Shadow;
m_vsConstantBufferData.textureTransitionAmount = m_rectangles[j].textureTransitionAmount;
m_d3dContext->UpdateSubresource(
m_vsConstantBuffer.Get(),
0,
NULL,
&m_vsConstantBufferData,
0,
0
);
m_d3dContext->VSSetConstantBuffers(
0,
1,
m_vsConstantBuffer.GetAddressOf()
);
m_d3dContext->PSSetConstantBuffers(
0,
1,
m_vsConstantBuffer.GetAddressOf()
);
auto a = m_rectangles[j].textureId;
auto b = m_rectangles[j].targetTextureId;
auto srv1 = m_textures[m_rectangles[j].textureId].textureSRV.GetAddressOf();
auto srv2 = m_textures[m_rectangles[j].targetTextureId].textureSRV.GetAddressOf();
ID3D11ShaderResourceView* srvs[2];
srvs[0] = *srv1;
srvs[1] = *srv2;
m_d3dContext->PSSetShaderResources(
0, // starting at the first shader resource slot
2, // set one shader resource binding
srvs
);
m_d3dContext->DrawIndexed(
m_indexCount,
0,
0
);
}
}
Pixel Shader
cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;
matrix view;
matrix projection;
float opacity;
float3 highlight;
float3 shadow;
float textureTransitionAmount;
};
Texture2D baseTexture : register(t0);
Texture2D targetTexture : register(t1);
SamplerState simpleSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float3 norm : NORMAL;
float2 tex : TEXCOORD0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
float3 lightDirection = normalize(float3(0, 0, -1));
float4 baseTexelColor = baseTexture.Sample(simpleSampler, input.tex);
float4 targetTexelColor = targetTexture.Sample(simpleSampler, input.tex);
float4 texelColor = lerp(baseTexelColor, targetTexelColor, textureTransitionAmount);
float4 shadedColor;
shadedColor.rgb = lerp(shadow.rgb, highlight.rgb, texelColor.r);
shadedColor.a = texelColor.a * opacity;
return shadedColor;
}
As Jeremiah has suggested, you are not probably moving texture from CPU to GPU for each frame as you would have to create new texture for each frame or using "UpdateSubresource" or "Map/UnMap" methods.
I don't think that instancing is going to help for this specific case, as the number of polygons is extremely low (I would start to worry with several millions of polygons). It is more likely that your application is going to be bandwidth/fillrate limited, as your are performing lots of texture sampling/blending (It depends on tecture fillrate, pixel fillrate and the nunber of ROP on your GPU).
In order to achieve better performance, It is highly recommended to:
Make sure that all your textures have all mipmaps generated. If they
don't have any mipmaps, It will hurt a lot the cache of the GPU. (I also assume that you are using texture.Sample method in HLSL, and not texture.SampleLevel or variants)
Use Direct3D11 Block Compressed texture on the GPU, by using a tool
like texconv.exe or preferably the sample from "Windows DirectX 11
Texture Converter".
On a side note, you will probably get more attention for this kind of question on https://gamedev.stackexchange.com/.
I don't think you are doing any copying back and forth from GPU to system memory. You usually have to explicitly do that a call to Map(...), or by blitting to a texture you created in system memory.
One issue, is you are making a DrawIndexed(...) call for each texture. GPUs work most efficiently if you send it a bunch of work to do by batching. One way to accomplish this is to set n-amount of textures to PSSetShaderResources(i, ...), and do a DrawIndexedInstanced(...). Your shader code would then read each of the shader resources and draw them. I do this in my C++ DirectCanvas code here (SpriteInstanced.cpp). This can make for a lot of code, but the result is very efficient (I even do the matrix ops in the shader for more speed).
One other, maybe a lot easier way, is to give the DirectXTK spritebatch a shot.
I used it here in this project...only for a simple blit but it may be a good start to see the minor amount of setup needed to use the spritebatch.
Also, if possible, try to "atlas" your texture. For instance, try to fit as many "images" in a texture as possible and blit from them vs having a single texture for each.