I am totally lost now. Have been trying to read the backbuffer inside a vertex shader for days with no luck whatsoever.
I'm trying to read the vertexes position from the backbuffer and it's neighboring pixels. (I'm trying to count how many black pixels are around a vertex, and if there are any color that vertex red in the pixel shader). I've created a separate ID3D11Texture2D and an SRV to go with the backBuffer. I copy the backbuffer into this SRV's resource. Bind the SRV using VSSetShaderResources but just can't seem to be able to read from it inside the vertex shader.
I will share some code here from the creation of these elements as well as include some RenderDoc screenshots that keep showing that the SRV is being bound to the VS stage and has the right texture associated with it but every Load or []operator or tex2dlod or SampleLevel(i bound a SamplerState too) just keeps returning a single 1.0 value with the rest of the float4 never being returned, meaning i only get a float1 back. I will also include a renderdoc capture file if anyone wants to take a look.
This is a simple scene from tutorial 42 on the rastertek.com site, there is a ground plane with a cube and a sphere on it :
https://i.imgur.com/cbVC48E.gif
// Here is some code when creating the secondary texture and SRV that houses a //backBuffer
// Get the pointer to the back buffer.
result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
if(FAILED(result))
{
MessageBox((*(hwnd)), L"Get the pointer to the back buffer FAILED", L"Error", MB_OK);
return false;
}
// Create another texture2d that we will use to make an SRV out of, and this texture2d will be used to copy the backbuffer to so we can read it in a shader
D3D11_TEXTURE2D_DESC bbDesc;
backBufferPtr->GetDesc(&bbDesc);
bbDesc.MipLevels = 1;
bbDesc.ArraySize = 1;
bbDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bbDesc.Usage = D3D11_USAGE_DEFAULT;
bbDesc.MiscFlags = 0;
bbDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
result = m_device->CreateTexture2D(&bbDesc, NULL, &m_backBufferTx2D);
if (FAILED(result))
{
MessageBox((*(m_hwnd)), L"Create a Tx2D for backbuffer SRV FAILED", L"Error", MB_OK);
return false;
}
D3D11_SHADER_RESOURCE_VIEW_DESC descSRV;
ZeroMemory(&descSRV, sizeof(descSRV));
descSRV.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
descSRV.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
descSRV.Texture2D.MipLevels = 1;
descSRV.Texture2D.MostDetailedMip = 0;
result = GetDevice()->CreateShaderResourceView(m_backBufferTx2D, &descSRV, &m_backBufferSRV);
if (FAILED(result))
{
MessageBox((*(m_hwnd)), L"Creating BackBuffer SRV FAILED.", L"Error", MB_OK);
return false;
}
// Create the render target view with the back buffer pointer.
result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
First I render the scene in all white and then I copy that to the SRV and bind it for the next shader that's supposed to sample it. I'm expecting to get a float4(1.0, 1.0, 1.0, 1.0) value returned when i sample the backbuffer with the vertex's on screen position
https://i.imgur.com/N9CYg8c.png
as shown on the top left in the event browser, there were three drawindexed calls for rendering everything in white and then a CopyResource. I've selected the next (fourth) DrawIndexed and on the right side outlined in red are the inputs for this next shader clearly showing that the backBuffer has been successfully bound to the vertex shader.
And now for the part that's giving me trouble
https://i.imgur.com/ENuXk0n.png
I'm gonna be debugging this top-left vertex as shown on the screenshot, the vertex Shader has a Texture2D prevBackBuffer: register(t0); written at the top
https://i.imgur.com/8cihNsq.png
When trying to sample the left neighboring pixel this line of code returns newCoord = float2(158, 220) when entering these pixel values in the texture view i get this pixel
https://i.imgur.com/DT72Fl1.png
so the coordinates are ok so far, and as outlined i'm expecting to get a float4(0.0, 0.0, 0.0, 1,0) returned when i sample this pixel (I'm trying to count how many black pixels are around a vertex, and if there are any color that vertex red in the pixel shader)
AND YET, when i sample that pixel right after altering the pixel coordinates since load counts pixels from bottom left so i need newCoord = float2(158, 379), i get this
https://i.imgur.com/8SuwOzz.png
why is this, even if it's out of range, load should return all zeros, since I'm not sure about the whole load counts from bottom left thing I tried sampling using the top left coordinates (158, 220) but end up getting 0.0, ?, ?, ?
I'm completely stumped and have no idea what to try next. I've tried using a sample state :
// Create a clamp texture sampler state description.
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
// Create the texture sampler state.
result = device->CreateSamplerState(&samplerDesc, &m_sampleStateClamp);
but still never get a proper float4 back when reading the texture.
Any ideas, suggestions, I'll take anything at this point. Oh and here's a RenderDoc file of the frame i was examining : http://www.mediafire.com/file/1bfiqdpjkau4l0n/my_capture.rdc/file
DXGI_FORMAT_R8G8B8A8_UNORM
. This specifies a 32-bit normalized integer buffer, with 8 bit components. If you loaded a value from the buffer, and D3D didn't do any magic to convert it, the value you get back would only be a float, since float is 32 bits, and your texture is 32 bits per pixel. This would kinda match what you're seeing here. You could try replacing the format with a 128 bpp format and downscaling the texture for display. Samplers will also do nothing - your HLSL code uses Load, which does not use a sampler. – Alex