DiligentGraphics / DiligentEngine

A modern cross-platform low-level graphics library and rendering framework
http://diligentgraphics.com/diligent-engine/
Apache License 2.0
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fake bind error at version 2.5.2? #263

Closed 9MW closed 1 year ago

9MW commented 1 year ago

After call CreateShaderResourceBinding function output windows show

Diligent Engine: ERROR: No resource is assigned to static shader variable 'bindless_textures_float' in pipeline resource signature

but I have binded buffer with code

(Renderpsbi.PSO->GetStaticVariableByName((SHADER_TYPE)SHADER_TYPE_PIXEL, "bindless_textures_float") ->SetArray(bindless_texf, 0, 1)); why is Diligent post error output?

9MW commented 1 year ago

same style error also posted when bind static buffer use bufferview ,for example (Renderpsbi.PSO->GetStaticVariableByName((SHADER_TYPE)SHADER_TYPE_PIXEL, "materials") ->Set(vbufs[(int)mybuffname::materials]->GetDefaultView(srv)));

TheMostDiligent commented 1 year ago

It is quite hard to answer what is wrong here. Can you post your shader?

9MW commented 1 year ago

blow is outline of fragment shader code ,all code within macro is not activated


struct ParticleCB {
    float4x4 previous_view_projection, previous_inverse_view_projection;
    float4 forward;
    ShaderFrustum frustum;
    uint texture_depth_index_prev;
    int texture_primitiveID_index;
    int texture_depth_index;
    int texture_lineardepth_index;
    int texture_velocity_index;
#ifndef __cplusplus
    inline float4 internal_resolution(){
        return g_CameraAttribs.f4ViewportSize;
    }
    inline float3 forwardf(){
        return forward;
    }
    inline float4x4 view(){
        return g_CameraAttribs.mView;
    }
#endif // __cplusplus
};
#define GetCamera() g_xCamera
#define texture_depth bindless_textures_float[GetCamera().texture_depth_index]
cbuffer cbParticleAttribs
{
    ParticleCB g_xCamera;
};
struct VertextoPixel
{
    float4 pos : SV_POSITION;
    float4 tex : TEXCOORD0;
    nointerpolation float size : TEXCOORD1;
    nointerpolation uint color : TEXCOORD2;
    float3 P : WORLDPOSITION;
    nointerpolation float frameBlend : FRAMEBLEND;
    float2 unrotated_uv : UNROTATED_UV;
};
StructuredBuffer<ShaderMaterial> materials;
StructuredBuffer<ShaderGeometry> geometrys;
Texture2D<float> bindless_textures_float[1];
ShaderMaterial EmitterGetMaterial()
{
    return materials[xEmitterInstanceIndex];
}
float4 Sampless(in ShaderTextureSlot ss, in SamplerState sam, in float4 uvsets)
{
    Texture2D tex = bindless_textures[ss.texture_descriptor];
    float2 uv = ss.GetUVSet() == 0 ? uvsets.xy : uvsets.zw;

#ifndef DISABLE_SVT
        [branch]
        if (sparse_residencymap_descriptor >= 0)
        {
            Texture2D<uint> residency_map = bindless_textures_uint[UniformTextureSlot(sparse_residencymap_descriptor)];
            float2 virtual_tile_count;
            residency_map.GetDimensions(virtual_tile_count.x, virtual_tile_count.y);
            float2 virtual_image_dim = virtual_tile_count * SVT_TILE_SIZE;
            float virtual_lod = get_lod(virtual_image_dim, ddx(uv), ddy(uv));
            return SampleVirtual(tex, sam, uv, residency_map, virtual_tile_count, virtual_image_dim, virtual_lod);
        }
#endif // DISABLE_SVT

    return tex.Sample(sam, uv);
}
#define texture_lineardepth (bindless_textures_float[GetCamera().texture_lineardepth_index])
[earlydepthstencil]
float4 frag(VertextoPixel input) : SV_TARGET
{
    ShaderMaterial material = EmitterGetMaterial();

    float4 color = 1;

    [branch]
    if (material.textures[BASECOLORMAP].IsValid())
    {
        color = Sampless(material.textures[BASECOLORMAP],bindless_textures_sampler, input.tex.xyxy);

        [branch]
        if (xEmitterOptions & EMITTER_OPTION_BIT_FRAME_BLENDING_ENABLED)
        {
            float4 color2 = Sampless(material.textures[BASECOLORMAP],bindless_textures_sampler, input.tex.zwzw);
            color = lerp(color, color2, input.frameBlend);
        }
    }

    float2 pixel = input.pos.xy;
    float2 ScreenCoord = pixel * internal_resolution().zw;
    float4 depthScene = compute_lineardepth(texture_lineardepth.GatherRed(bindless_textures_sampler, ScreenCoord)) ;//* g_CameraAttribs.fFarPlaneZ;
    float depthFragment = input.pos.w;
    float fade = saturate(1.0 / input.size * (max(max(depthScene.x, depthScene.y), max(depthScene.z, depthScene.w)) - depthFragment));

    float4 inputColor;
    inputColor.r = ((input.color >> 0) & 0xFF) / 255.0f;
    inputColor.g = ((input.color >> 8) & 0xFF) / 255.0f;
    inputColor.b = ((input.color >> 16) & 0xFF) / 255.0f;
    inputColor.a = ((input.color >> 24) & 0xFF) / 255.0f;

    float opacity = saturate(color.a * inputColor.a * fade);

    color.rgb *= inputColor.rgb * (1 + material.GetEmissive());
    color.a = opacity;

#ifdef EMITTEDPARTICLE_DISTORTION
    // just make normal maps blendable:
    color.rgb = ApplySRGBCurve_Fast(color.rgb); // note: This texture uses basecolormap slot, and this slot is using SRGB descriptor, so we correct it here for normal map
    color.rgb = color.rgb - 0.5f;
#endif // EMITTEDPARTICLE_DISTORTION

#ifdef EMITTEDPARTICLE_LIGHTING

    [branch]
    if (color.a > 0)
    {

        float3 N;
        N.x = -cos(PI * input.unrotated_uv.x);
        N.y = cos(PI * input.unrotated_uv.y);
        N.z = -sin(PI * length(input.unrotated_uv));
        N = mul((float3x3)GetCamera().inverse_view, N);
        N = normalize(N);

        Lighting lighting;
        lighting.create(0, 0, GetAmbient(N), 0);

        Surface surface;
        surface.init();
        surface.create(material, color, 0);
        surface.P = input.P;
        surface.N = N;
        surface.V = 0;
        surface.pixel = pixel;
        surface.sss = material.subsurfaceScattering;
        surface.sss_inv = material.subsurfaceScattering_inv;
        surface.update();

        TiledLighting(surface, lighting);

        color.rgb *= lighting.direct.diffuse + lighting.indirect.diffuse;

        //color.rgb = float3(unrotated_uv, 0);
        //color.rgb = float3(input.tex, 0);

        color = max(0, color);
    }

#endif // EMITTEDPARTICLE_LIGHTING

    return color;
}
TheMostDiligent commented 1 year ago

but I have binded buffer with code

Do you create SRB after you set the variable? If you first create an SRB and then set the variable in PSO, it will not be reflected in SRB

9MW commented 1 year ago

I'm bind variable to PSO then create SRB. post some snippet

  {
                  auto& Renderpsbi = PSBs[(int)PSBID::EMITRender];
                Renderpsbi.PSO->GetStaticVariableByName((SHADER_TYPE)SHADER_TYPE_PIXEL, "cbCameraAttribs")->
                    Set(rt.pCameraAttribs);
                Renderpsbi.PSO->GetStaticVariableByName((SHADER_TYPE)SHADER_TYPE_VERTEX, "cbCameraAttribs")->
                    Set(rt.pCameraAttribs);
                Renderpsbi.PSO->GetStaticVariableByName((SHADER_TYPE)SHADER_TYPE_PIXEL, "EmittedParticleCB")->
                    Set(vbufs[(int)mybuffname::cbEmittedParticle]);
                (Renderpsbi.PSO->GetStaticVariableByName((SHADER_TYPE)SHADER_TYPE_PIXEL, "bindless_textures_float")
                    ->SetArray(bindless_texf, 0, 1));
                (Renderpsbi.PSO->GetStaticVariableByName((SHADER_TYPE)SHADER_TYPE_PIXEL, "cbParticleAttribs")
                    ->Set(vbufs[(int)mybuffname::cbParticleAttribs]));
                (Renderpsbi.PSO->GetStaticVariableByName((SHADER_TYPE)SHADER_TYPE_PIXEL, "materials")
                    ->Set(vbufs[(int)mybuffname::materials]->GetDefaultView(srv)));

        }
        for (size_t i = 0; i < PSBs.size(); i++)
        {
            PSBs[i].CreateShaderResourceBinding();
                }
TheMostDiligent commented 1 year ago

I can't tell what is the issue. Try comparing your code with Tutorial 14 and Tutorial 16

9MW commented 1 year ago

THANKS you reply. use SRB instead