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Instance Shader Problem

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I am using slimDX and am having a problem with a shader. I have an instance Shader that works perfect but I needed one for drawing fonts manually. The idea is to create the plane and simple instance it with separate position color and texture coordinates for each char. I know this post is terribly long but any help would be appreciated. I tried to provide everything needed but if you need more I will be glad to post it. This is the shader. the only difference between it and the working one is the instance texture coordinates. I was able to render 4,000 spheres with 30,000 faces with the original and still maintain a 100+ framerate. I don't know if that is a lot but it looked like it to me. cbuffer cbVSPerFrame:register(b0) { row_major matrix world; row_major matrix viewProj; }; Texture2D g_Tex; SamplerState g_Sampler; struct VSInstance { float4 Pos : POSITION; float3 Normal : NORMAL; float2 Texcoord : TEXCOORD0; float4 model_matrix0 : TEXCOORD1; float4 model_matrix1 : TEXCOORD2; float4 model_matrix2 : TEXCOORD3; float4 model_matrix3 : TEXCOORD4; // this is the only addition float2 instanceCoord:TEXCOORD5; float4 Color:COLOR; }; struct PSInput { float4 Pos : SV_Position; float3 Normal : NORMAL; float4 Color:COLOR; float2 Texcoord : TEXCOORD0; }; PSInput Instancing(VSInstance In) { PSInput Out; // construct the model matrix row_major float4x4 modelMatrix = { In.model_matrix0, In.model_matrix1, In.model_matrix2, In.model_matrix3 }; Out.Normal = mul(In.Normal, (row_major float3x3)modelMatrix); float4 WorldPos = mul(In.Pos, modelMatrix); Out.Pos = mul(WorldPos, viewProj); Out.Texcoord = In.instanceCoord; Out.Color = In.Color; return Out; } float4 PS(PSInput In) : SV_Target { return g_Tex.Sample(g_Sampler, In.Texcoord); } technique11 HWInstancing { pass P0 { SetGeometryShader(0); SetVertexShader(CompileShader(vs_4_0, Instancing())); SetPixelShader(CompileShader(ps_4_0, PS())); } } this is the input elements for the 2 buffers private static readonly InputElement[] TextInstance = { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, InputElement.AppendAligned, 0, InputClassification.PerVertexData, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, InputElement.AppendAligned, 0, InputClassification.PerVertexData, 0), new InputElement("TEXCOORD", 1, Format.R32G32B32A32_Float, 0, 1, InputClassification.PerInstanceData, 1 ), new InputElement("TEXCOORD", 2, Format.R32G32B32A32_Float, InputElement.AppendAligned, 1, InputClassification.PerInstanceData, 1 ), new InputElement("TEXCOORD", 3, Format.R32G32B32A32_Float, InputElement.AppendAligned, 1, InputClassification.PerInstanceData, 1 ), new InputElement("TEXCOORD", 4, Format.R32G32B32A32_Float, InputElement.AppendAligned, 1, InputClassification.PerInstanceData, 1 ), new InputElement("TEXCOORD", 5, Format.R32G32_Float, InputElement.AppendAligned, 1, InputClassification.PerInstanceData, 1 ), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, InputElement.AppendAligned, 1, InputClassification.PerInstanceData, 1 ) }; the struct for holding instance data. [StructLayout(LayoutKind.Sequential)] public struct InstancedText { public Matrix InstancePosition; public Vector2 InstanceCoords; public Color4 Color; }; instanceData buffer creation. Instance Positions is a simple List<InstancedText> above DataStream ds = new DataStream(InstancePositions.ToArray(), true, true); BufferDescription vbDesc = new BufferDescription(); vbDesc.BindFlags = BindFlags.VertexBuffer; vbDesc.CpuAccessFlags = CpuAccessFlags.None; vbDesc.OptionFlags = ResourceOptionFlags.None; vbDesc.Usage = ResourceUsage.Default; vbDesc.SizeInBytes = InstancePositions.Count * Marshal.SizeOf<InstancedText>(); vbDesc.StructureByteStride = Marshal.SizeOf<InstancedText>(); ds.Position = 0; instanceData = new Buffer(renderer.Device, vbDesc); and finally the render code. the mesh is a model class that contains the plane's data. PositionNormalTexture is just a struct for those elements. renderer.Context.InputAssembler.InputLayout = new InputLayout(renderer.Device, effect.GetTechniqueByName("HWInstancing").GetPassByIndex(0).Description.Signature, TextInstance); renderer.Context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; renderer.Context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(mesh.VertexBuffer, Marshal.SizeOf<PositionNormalTexture>(), 0)); renderer.Context.InputAssembler.SetIndexBuffer(mesh.IndexBuffer, SlimDX.DXGI.Format.R32_UInt, 0); renderer.Context.InputAssembler.SetVertexBuffers(1, new VertexBufferBinding(instanceData, Marshal.SizeOf<InstancedText>(), 0)); effect.GetVariableByName("g_Tex").AsResource().SetResource(textures[fonts[name].Name]); EffectTechnique currentTechnique = effect.GetTechniqueByName("HWInstancing"); for (int pass = 0; pass < currentTechnique.Description.PassCount; ++pass) { EffectPass Pass = currentTechnique.GetPassByIndex(pass); System.Diagnostics.Debug.Assert(Pass.IsValid, "Invalid EffectPass"); Pass.Apply(renderer.Context); renderer.Context.DrawIndexedInstanced(mesh.IndexCount, InstancePositions.Count, 0, 0, 0); }; I have been over everything I can think of to find the problem but I can't seem to locate it. my best guess is the instance data buffer is wrong somehow since VS graphics debugger shows no output from vertex shader stage but I just can't see where.

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