我正在使用SlimDX,使用着色器模型4定位DirectX 11.我有一个像素着色器“preProc”,它处理我的顶点并保存三个数据纹理。一个用于每像素法线,一个用于每像素位置数据,一个用于颜色和深度(颜色占用rgb,深度占用alpha通道)。
然后我在后处理着色器中使用这些纹理以实现屏幕空间环境遮挡,但似乎没有数据被保存在第一个着色器中。
这是我的像素着色器:
PS_OUT PS( PS_IN input )
{
PS_OUT output;
output.col = float4(0,0,0,0);
output.norm = float4(input.norm,1);
output.pos = input.pos;
return output;
}
输出以下结构:
struct PS_OUT
{
float4 col : SV_TARGET0;
float4 norm : SV_TARGET1;
float4 pos : SV_TARGET2;
};
并采用以下结构进行输入:
struct PS_IN
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float3 norm : TEXCOORD1;
};
然而,在我的后期处理着色器中:
Texture2D renderTex : register(t1);
Texture2D normalTex : register(t2);
Texture2D positionTex : register(t3);
Texture2D randomTex : register(t4);
SamplerState samLinear : register(s0);
float4 PS(PS_IN input) : SV_Target
{
return float4(getCol(input.tex));
}
它只是输出一个浅蓝色的屏幕(我将渲染目标的颜色重置为每帧的开始)。 getCol已经过测试,只处理一个渲染目标时,从renderTex材质中返回一种颜色。如果我改变像素着色器而不是采样randomTex纹理(我的代码先前从文件中加载而不是渲染目标),一切都很好,所以我相信它不是我的后期处理着色器。
如果我的slimDX代码失败了,我就是这样做的:
创建纹理,shaderresourvecviews和rendertargetviews:
Texture2DDescription textureDescription = new Texture2DDescription()
{
Width=texWidth,
Height=texHeight,
MipLevels=1,
ArraySize=3,
Format=SlimDX.DXGI.Format.R32G32B32A32_Float,
SampleDescription = new SlimDX.DXGI.SampleDescription(1,0),
BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
CpuAccessFlags= CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
Usage= ResourceUsage.Default,
};
texture = new Texture2D(device, textureDescription);
renderTargetView = new RenderTargetView[3];
shaderResourceView = new ShaderResourceView[3];
for (int i = 0; i < 3; i++)
{
RenderTargetViewDescription renderTargetViewDescription = new RenderTargetViewDescription()
{
Format = textureDescription.Format,
Dimension = RenderTargetViewDimension.Texture2D,
MipSlice = 0,
};
renderTargetView[i] = new RenderTargetView(device, texture, renderTargetViewDescription);
ShaderResourceViewDescription shaderResourceViewDescription = new ShaderResourceViewDescription()
{
Format = textureDescription.Format,
Dimension = ShaderResourceViewDimension.Texture2D,
MostDetailedMip = 0,
MipLevels = 1
};
shaderResourceView[i] = new ShaderResourceView(device, texture, shaderResourceViewDescription);
}
渲染到我的多个渲染目标:
private void renderToTexture(Shader shader)
{
//set the vertex and pixel shaders
context.VertexShader.Set(shader.VertexShader);
context.PixelShader.Set(shader.PixelShader);
//send texture data and a linear sampler to the shader
context.PixelShader.SetShaderResource(texture, 0);
context.PixelShader.SetSampler(samplerState, 0);
//set the input assembler
SetInputAssembler(shader);
//reset the camera's constant buffer
camera.ResetConstantBuffer();
//set the render targets to the textures we will render to
context.OutputMerger.SetTargets(depthStencilView, renderTargetViews);
//clear the render targets and depth stencil
foreach (RenderTargetView view in renderTargetViews)
{
context.ClearRenderTargetView(view, color);
}
context.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);
//draw the scene
DrawScene();
}
然后将我的postProcessing着色器渲染到屏幕时的函数:
private void renderTexture(Shader shader)
{
//get a single quad to be the screen we render
Mesh mesh = CreateScreenFace();
//set vertex and pixel shaders
context.VertexShader.Set(shader.VertexShader);
context.PixelShader.Set(shader.PixelShader);
//set the input assembler
SetInputAssembler(shader);
//point the render target to the screen
context.OutputMerger.SetTargets(depthStencil, renderTarget);
//send the rendered textures and a linear sampler to the shader
context.PixelShader.SetShaderResource(renderTargetViews[0], 1);
context.PixelShader.SetShaderResource(renderTargetViews[1], 2);
context.PixelShader.SetShaderResource(renderTargetViews[2], 3);
context.PixelShader.SetShaderResource(random, 4);
context.PixelShader.SetSampler(samplerState, 0);
//clear the render targets and depth stencils
context.ClearRenderTargetView(renderTarget, new Color4(0.52734375f, 0.8046875f, 0.9765625f));
context.ClearDepthStencilView(depthStencil, DepthStencilClearFlags.Depth, 1, 0);
//set the vertex and index buffers from the quad
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(mesh.VertexBuffer, Marshal.SizeOf(typeof(Vertex)), 0));
context.InputAssembler.SetIndexBuffer(mesh.IndexBuffer, Format.R16_UInt, 0);
//draw the quad
context.DrawIndexed(mesh.indices, 0, 0);
//dispose of the buffers
mesh.VertexBuffer.Dispose();
mesh.IndexBuffer.Dispose();
}
编辑:我已为当前运行的单帧添加了PIX函数调用输出:
Frame 40
//setup
<0x06BDA1D8> ID3D11DeviceContext::ClearRenderTargetView(0x06B66190, 0x0028F068)
<0x06BDA1D8> ID3D11DeviceContext::ClearDepthStencilView(0x06B66138, 1, 1.000f, 0)
<0x0059FF78> ID3D11Device::CreateBuffer(0x0028F010, 0x0028EFF8, 0x0028F00C --> 0x06BF8EE0)
CreateObject(D3D11 Buffer, 0x06BF8EE0)
<0x06BDA1D8> ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x0028F084 --> { 0x06BF8EE0 })
<0x0059FF78> ID3D11Device::CreateBuffer(0x0F8DEB58, 0x0F8DEB40, 0x0F8DEB54 --> 0x06BF8F68)
CreateObject(D3D11 Buffer, 0x06BF8F68)
<0x0059FF78> ID3D11Device::CreateBuffer(0x0F70EAD8, 0x0F70EAC0, 0x0F70EAD4 --> 0x06BF8FF0)
CreateObject(D3D11 Buffer, 0x06BF8FF0)
<0x0059FF78> ID3D11Device::CreateBuffer(0x0FAAE9A8, 0x0FAAE990, 0x0FAAE9A4 --> 0x06BF9078)
CreateObject(D3D11 Buffer, 0x06BF9078)
<0x0059FF78> ID3D11Device::GetImmediateContext(0x06BDA1D8 --> 0x5BA8A8D8)
<0x0059FF78> ID3D11Device::CreateBuffer(0x0F8DEB58, 0x0F8DEB40, 0x0F8DEB54 --> 0x06BF9100)
CreateObject(D3D11 Buffer, 0x06BF9100)
<0x0059FF78> ID3D11Device::CreateBuffer(0x0F70EAD8, 0x0F70EAC0, 0x0F70EAD4 --> 0x06BF9188)
CreateObject(D3D11 Buffer, 0x06BF9188)
<0x06BDA1D8> ID3D11DeviceContext::Release()
<0x06BDA1D8> ID3D11DeviceContext::UpdateSubresource(0x06B59270, 0, NULL, 0x06287FA0, 0, 0)
<0x0059FF78> ID3D11Device::CreateBuffer(0x0FAAE9A8, 0x0FAAE990, 0x0FAAE9A4 --> 0x06BF9210)
CreateObject(D3D11 Buffer, 0x06BF9210)
<0x06BDA1D8> ID3D11DeviceContext::VSSetShader(0x06B66298, NULL, 0)
<0x0059FF78> ID3D11Device::CreateBuffer(0x0FC0E978, 0x0FC0E960, 0x0FC0E974 --> 0x06BF9298)
CreateObject(D3D11 Buffer, 0x06BF9298)
<0x0059FF78> ID3D11Device::CreateBuffer(0x0FE8EDE8, 0x0FE8EDD0, 0x0FE8EDE4 --> 0x06BF9320)
CreateObject(D3D11 Buffer, 0x06BF9320)
<0x06BDA1D8> ID3D11DeviceContext::PSSetShader(0x06B666F8, NULL, 0)
<0x0059FF78> ID3D11Device::CreateBuffer(0x0FC0E978, 0x0FC0E960, 0x0FC0E974 --> 0x06BF93A8)
CreateObject(D3D11 Buffer, 0x06BF93A8)
<0x0059FF78> ID3D11Device::CreateBuffer(0x0FE8EDE8, 0x0FE8EDD0, 0x0FE8EDE4 --> 0x06BF9430)
CreateObject(D3D11 Buffer, 0x06BF9430)
<0x0059FF78> ID3D11Device::CreateInputLayout(0x0028EBE0, 3, 0x06286CB8, 152, 0x0028EBD8 --> 0x06BF9D68)
CreateObject(D3D11 Input Layout, 0x06BF9D68)
<0x06BDA1D8> ID3D11DeviceContext::IASetInputLayout(0x06BF9D68)
<0x06BDA1D8> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
<0x0059FF78> ID3D11Device::GetImmediateContext(0x06BDA1D8 --> 0x5BA8A8D8)
<0x06BDA1D8> ID3D11DeviceContext::Release()
<0x06BDA1D8> ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x0028F024 --> { 0x06B59270 })
<0x06BDA1D8> ID3D11DeviceContext::OMSetRenderTargets(3, 0x0028F004 --> { 0x06B65708, 0x06B657B8, 0x06B582E0 }, 0x06B66138)
<0x06BDA1D8> ID3D11DeviceContext::ClearRenderTargetView(0x06B65708, 0x0028EFEC)
<0x06BDA1D8> ID3D11DeviceContext::ClearRenderTargetView(0x06B657B8, 0x0028EFEC)
<0x06BDA1D8> ID3D11DeviceContext::ClearRenderTargetView(0x06B582E0, 0x0028EFEC)
<0x06BDA1D8> ID3D11DeviceContext::ClearDepthStencilView(0x06B66138, 1, 1.000f, 0)
//draw scene for preproc shader (this should output the three render targets)
//DRAW CALLS HIDDEN
<0x0059FF78> ID3D11Device::CreateBuffer(0x0028EE04, 0x0028EDEC, 0x0028EE00 --> 0x06BF94B8)
CreateObject(D3D11 Buffer, 0x06BF94B8)
<0x0059FF78> ID3D11Device::CreateBuffer(0x0028EE04, 0x0028EDEC, 0x0028EE00 --> 0x06BF9540)
CreateObject(D3D11 Buffer, 0x06BF9540)
<0x06BDA1D8> ID3D11DeviceContext::VSSetShader(0x06B66BB8, NULL, 0)
<0x06BDA1D8> ID3D11DeviceContext::PSSetShader(0x06B66E50, NULL, 0)
<0x0059FF78> ID3D11Device::CreateInputLayout(0x0028EB64, 3, 0x05E988E0, 120, 0x0028EB5C --> 0x06BF9E28)
CreateObject(D3D11 Input Layout, 0x06BF9E28)
<0x06BDA1D8> ID3D11DeviceContext::IASetInputLayout(0x06BF9E28)
<0x06BDA1D8> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
<0x06BDA1D8> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0028EFC0 --> { 0x06B66190 }, 0x06B66138)
<0x06BDA1D8> ID3D11DeviceContext::PSSetShaderResources(1, 3, 0x0028EF3C --> { 0x06B65760, 0x06B58288, 0x06B58338 })
<0x06BDA1D8> ID3D11DeviceContext::PSSetShaderResources(4, 1, 0x0028EFC0 --> { 0x06B66FA0 })
<0x06BDA1D8> ID3D11DeviceContext::ClearRenderTargetView(0x06B66190, 0x0028EFA4)
<0x06BDA1D8> ID3D11DeviceContext::ClearDepthStencilView(0x06B66138, 1, 1.000f, 0)
<0x06BDA1D8> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0028EFAC --> { 0x06BF94B8 }, 0x0028EFB0, 0x0028EFB4)
<0x06BDA1D8> ID3D11DeviceContext::IASetIndexBuffer(0x06BF9540, DXGI_FORMAT_R16_UINT, 0)
//draw quad for post proc shader. This shader takes the three textures in, as well as a random texture, which is added in the second PSSetShaderResources call. The random texture outputs fine.
<0x06BDA1D8> ID3D11DeviceContext::DrawIndexed(6, 0, 0)
<0x06BF94B8> ID3D11Buffer::Release()
<0x06BF9540> ID3D11Buffer::Release()
<0x06B65B00> IDXGISwapChain::Present(0, 0)
EDIT2:我一直在做一些阅读,也许我需要在preProc传递之后将纹理解除分配为渲染目标,然后再将它作为ShaderResourceViews传递给我的postProcess着色器。我假设调用context.OutputMerger.SetTargets()将释放所有当前分配的渲染目标,然后仅分配函数参数中指定的渲染目标。如果不是这种情况(我还不确定它是否存在),那么我将如何在SlimDX中取消分配渲染目标呢?
EDIT3:啊,根据这个MSDN Page,调用OutputMerger.SetRenderTargets()“会覆盖所有有界渲染目标和深度模板目标,而不管ppRenderTargetViews中渲染目标的数量。”因此,当我告诉OutputMerger渲染到屏幕时,我的所有渲染目标都会自动解除分配。这让我回到原点。
答案 0 :(得分:1)
通过发现我有多傻来修复它。
当我创建我的rendertarget时,我创建了一个Texture2DArray,但我将它视为一个Texture2D对象数组,而不是一个对象。我已经改变了我的代码以使用一个Texture2D对象数组,它运行得很好。