cbuffer | circular buffer written in C using Posix calls | Runtime Evironment library
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kandi X-RAY | cbuffer Summary
A circular buffer written in C using Posix calls to create a contiguously mapped memory space. BSD Licensed.
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QUESTION
I'm trying to apply a custom effect using the DirectXTK. The effect is supposed to be an "unlit" shader with just one texture. But for some reason, the texture is stretched across the model. I looked in renderdoc and the texturecoordinates appear to be loaded correctly so i'm not sure what's going on.
UnlitEffect.h ...ANSWER
Answered 2022-Feb-14 at 01:59Chuck Walbourn was correct. My issue was that I was normalizing my texture coordinates in the pixel shader.
The correct code is
return BaseColor.Sample(SampleType, vout.TexCoord);
QUESTION
I have a 3D texture of 32-bit unsigned integers initialized with zeroes. It is defined as follows:
...ANSWER
Answered 2022-Feb-02 at 09:13You will have to read back the texture to the cpu with the ID3D11DeviceContext::Map
API
https://docs.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-map
You will get out a void*
you will cast to uint32_t*
which will point to the start of your data.
You need to get better a looking up the DirectX documentation, its really quite good documentation. There are a lot harder things you will need to find in the documentation if you keep doing 3D graphics.
QUESTION
ANSWER
Answered 2022-Jan-20 at 13:55As per the packing rules for arrays in constant buffers :
QUESTION
In c++, there is a value in an array, and when I pass it to the shader, the data is all 0. Is there a specific way to pass an array to the shader?
this is my code for set constant buffer
...ANSWER
Answered 2021-Oct-08 at 20:50Your code snippet is missing a lot of information about your types and support code, but my first guess is you should use:
QUESTION
I'm working with dx12 and hlsl, and this specific root constant seems doesn't change or doesn't work for index.
this is hlsl code
...ANSWER
Answered 2021-Sep-20 at 07:09Instead of:
QUESTION
Bellow is the cpu side declaration for the buffer I'm having the issue:
...ANSWER
Answered 2021-Sep-12 at 16:29The size of bool in HLSL is 4 bytes, so your CPU structure should be something like
QUESTION
I am learning D3D11 by myself. I am wondering how is variable in c++ got matched by variables in shader?
For example, from the tutorial of D3D11: https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-resources-buffers-constant-how-to
The layout of CBuffer in C++ is exact same as the layout in shader. However, in some game engines like Unity, shader variables can be placed in any order as long as I declare all of them. How is this achieved?
...ANSWER
Answered 2021-Sep-08 at 03:12I haven't dug into the implementation of how rendering engine automatically binds the shader variable to the layout of graphics pipeline. But here is my guess.
- While game engine compiling shader codes, it will write some shader header infos including shader varaible's layouts.
This can be implemented by the tools like glslang. This kind of tool can convert shader source codes into abstract syntax tree(AST), which means the shader codes are parsed into many types of ast nodes, such as input attribute and output variable. At this time, it can assign a explicit layout to the input shader variables and save the layout in shader header.
- While initializing the graphics pipeline, the pipeline layout can be created according to the shader header.
Above is just my guess of possible implementation.
QUESTION
I'm trying to create a program without css that displays several overlapping triangles on a black background. Once I can get the triangles to display (like in the picture attached only with different colors), I need to implement either a z-buffer or a painter's algorithm; but first, I can't figure out what's wrong in the code below that they aren't displaying at all. I think it's an issue with my shaders perhaps?
...ANSWER
Answered 2021-Sep-03 at 13:19There are four mistakes in the code. I corrected the mistakes and added explanations. Here is the working code:
QUESTION
Let's say I have multiple shaders that use the same functionality and I want to move it to a separate function. For example I have multiple vertex shaders that share the same matrix multiplications:
...ANSWER
Answered 2021-Aug-24 at 13:28In shader model 5, constant buffers are not object or variables, so no, you can't pass then as arguments to functions.
Your closest way is indeed to work with structs (and make sure that you use the struct both in the cbuffer declaration and as function input.
QUESTION
I'm reverse engineering and recreating a program which implements global static singletons. "A" would be a class that is stored in the singleton, and "B" is the singleton itself. Is there any way to make the following code work?
...ANSWER
Answered 2021-Jul-07 at 22:18You could do this but it's less than ideal:
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