I want to do some calculations on a 8bit image sent by a camera, and I just can't figure out the way to access them.
Following is my code to create the texture object / resource view:
D3D11_TEXTURE2D_DESC tDesc;
tDesc.Height = 480;
tDesc.Width = 640;
tDesc.Usage = D3D11_USAGE_DYNAMIC;
tDesc.MipLevels = 1;
tDesc.ArraySize = 1;
tDesc.SampleDesc.Count = 1;
tDesc.SampleDesc.Quality = 0;
tDesc.Format = DXGI_FORMAT_R8_UINT;
tDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
tDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
tDesc.MiscFlags = 0;
V_RETURN(pd3dDevice->CreateTexture2D(&tDesc, NULL, &g_pCurrentImage));
D3D11_SHADER_RESOURCE_VIEW_DESC rvDesc;
g_pCurrentImage->GetDesc(&tDesc);
rvDesc.Format = DXGI_FORMAT_R8_UINT;
rvDesc.Texture2D.MipLevels = tDesc.MipLevels;
rvDesc.Texture2D.MostDetailedMip = tDesc.MipLevels - 1;
rvDesc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D;
V_RETURN(pd3dDevice->CreateShaderResourceView(g_pCurrentImage, &rvDesc, &g_pImageRV));
I update the texture with following code:
if( !g_updateDone ) {
D3D11_MAPPED_SUBRESOURCE resource;
resource.pData = g_Images.pData;
resource.RowPitch = 640;
resource.DepthPitch = 1;
okay = pd3dImmediateContext->Map(g_pCurrentImage, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource);
g_updateDone = true;
}
pd3dImmediateContext->PSSetShaderResources(0, 1, &g_pImageRV);
The HLSL File (takes a quad, displays as quad on screen):
//-----------------------------------------------------------------------------------------
// Textures and Samplers
//-----------------------------------------------------------------------------------------
Texture2D <int> g_txDiffuse : register( t0 );
SamplerState g_samLinear : register( s0 );
//--------------------------------------------------------------------------------------
// shader input/output structure
//--------------------------------------------------------------------------------------
struct VS_INPUT
{
float4 Position : POSITION; // vertex position
float2 TextureUV : TEXCOORD0;// vertex texture coords
};
struct VS_OUTPUT
{
float4 Position : SV_POSITION; // vertex position
float2 TextureUV : TEXCOORD0; // vertex texture coords
};
//--------------------------------------------------------------------------------------
// This shader computes standard transform and lighting
//--------------------------------------------------------------------------------------
VS_OUTPUT RenderSceneVS( VS_INPUT input )
{
VS_OUTPUT Output;
Output.Position = input.Position;
Output.TextureUV = input.TextureUV;
return Output;
}
//--------------------------------------------------------------------------------------
// This shader outputs the pixel's color by modulating the texture's
// color with diffuse material color
//--------------------------------------------------------------------------------------
float4 RenderScenePS( VS_OUTPUT In ) : SV_TARGET
{
int3 loc;
loc.x = 0;
loc.y = 0;
loc.z = 0;
int r = g_txDiffuse.Load(loc);
float fTest = (float) r;
fTest = fTest / 256;
return float4( In.TextureUV.x, In.TextureUV.y, In.TextureUV.x + In.TextureUV.y, fTest);
}
When I try to run this, I get an error X4532: cannot map expression to pixel shader instruction set
When I try to debug it, when I try to see the data of the g_pCurrentImage, it just says cannot display surface, and when replacing that with
return float4( In.TextureUV.x, In.TextureUV.y, In.TextureUV.x + In.TextureUV.y, 1);
the DirectX debugger (PIX in this case) just ignores the first lines, they are never reached and thus I cannot debug it. I have run out of options on how to deal with this, all I want to do are some basic math instructions, yet I am completely unable to get the pixel shader to work.