Thursday, October 17, 2019

multidimensional arrays in C on heap

For future reference I have 3D arrays below as sample snippet


//want to work on a 3D array on the heap
//first lest get a single then a 2D array working correctly on the heap

#define IMAGE_WIDTH 4
#define IMAGE_HEIGHT 3
#define CHANNELS 2

void experiment6()
{
int* array1D = NULL;
int* array2D = NULL;
int* array3D = NULL;

array1D = (int*)malloc(IMAGE_WIDTH * sizeof(int));
for (int i = 0; i < IMAGE_WIDTH; i++)
{
array1D[i] = i;
}
for (int i = 0; i < IMAGE_WIDTH; i++)
{
printf("[%d]=%d ",i, array1D[i]);
}

printf("\n");

array2D = (int*)malloc(IMAGE_WIDTH * IMAGE_HEIGHT * sizeof(int));
for (int i = 0; i < IMAGE_HEIGHT; i++)
{
for (int j = 0; j < IMAGE_WIDTH;j++)
{
array2D[i * IMAGE_WIDTH + j ] = i * IMAGE_WIDTH + j;
}
}
for (int i = 0; i < IMAGE_HEIGHT; i++)
{
for (int j = 0; j < IMAGE_WIDTH; j++)
{
printf("[%d]=%d ", i * IMAGE_WIDTH + j, array2D[i * IMAGE_WIDTH + j]);
}
printf("\n");
}

array3D = (int*)malloc(IMAGE_WIDTH * IMAGE_HEIGHT * CHANNELS * sizeof(int));
for (int i = 0; i < IMAGE_HEIGHT; i++)
{
for (int j = 0; j < IMAGE_WIDTH; j++)
{
for (int k = 0; k < CHANNELS; k++)
{
array3D[(i* IMAGE_WIDTH * CHANNELS) + (CHANNELS*j) + k] = (i * IMAGE_WIDTH  * CHANNELS) + (CHANNELS * j) + k;
//printf("%d ", i * IMAGE_WIDTH * CHANNELS + CHANNELS*j + k);

}
}
}

for (int i = 0; i < IMAGE_HEIGHT; i++)
{
for (int j = 0; j < IMAGE_WIDTH; j++)
{
for (int k = 0; k < CHANNELS; k++)
{
// array2D[(i * IMAGE_WIDTH  CHANNELS) + (CHANNELS * j) + k] = (i * IMAGE_WIDTH * CHANNELS) + (CHANNELS * j) + k;
printf("[%d] = %d ", i * IMAGE_WIDTH * CHANNELS + CHANNELS*j + k, array3D[(i * IMAGE_WIDTH * CHANNELS) + (CHANNELS * j) + k]);
}
}
printf("\n");
}


if (array1D != NULL) 
{
free(array1D);
}
if (array2D != NULL)
{
free(array2D);
}
if (array3D != NULL)
{
free(array3D);
}


}

Monday, October 14, 2019

git (gitlab) windows password reset not propagated correctly

After you change your password, this doesn't propagate to the windows credential manager passwords. I went and manually modified each one and that seems to work.



Monday, October 07, 2019

debugging with symbols (VTune)

good article here:
https://docs.microsoft.com/en-us/windows/win32/dxtecharts/debugging-with-symbols

I used this syntax:
srv*c:\temp\msft\symbols*https://msdl.microsoft.com/download/symbols

looks like it worked.

This article makes you think you can get nvidia symbols, but you can't if you read it carefully. They are just using that server to allow retroactive driver binaries to be pulled.
https://developer.nvidia.com/nvidia-driver-symbol-server

Tuesday, August 27, 2019

vsync enable/disable

type: nvidia control panel, find vsync

Friday, August 09, 2019

Unsigned Shader Code

If you get this error:

D3D12 WARNING: ID3D12ShaderBytecode::CreatePipelineState: Shader is corrupt or in an unrecognized format, or is not signed. Ensure that DXIL.dll is used to sign the shader. This shader and PSO containing it will not be validated. [ EXECUTION WARNING #1243: NON_RETAIL_SHADER_MODEL_WONT_VALIDATE]

Head over here to Graham Wihlidal's blog to understand: https://www.wihlidal.com/blog/pipeline/2018-09-16-dxil-signing-post-compile/


Note this is not going to help if you are trying to compile a (for example) 6.4 shader on a platform that does not yet support 6.4. This is probably a good thing.


Tuesday, June 25, 2019

Making a DX12 'Hello World' Starting Point from D3D2HelloWorld Samples


To create a very basic starting point DX12 Visual Studio based on the D3D12 Samples SDK codebase (branching from friendly developer license code as starting point):

Update for Visual Studio 2019:

  • create an x64 project, unicode looks like default
  • didn't need the win32 preprocessor defn below.
  • did need the libs
  • did need to change the subystem to windows
  • did need to disable shaders.hlsl compilation



Visual Studio 2017
Create a console application (File->New Project->Empty Project)
Pull in .cpp, .c, and .hlsl files from D3DFramebuffer (my feeling is this is the best base case due to correct render loop that does not block on previous frames Present call before starting to build command list for next frame).

Changed to an x64 build environment
On the project, walked the 'full compiler options' and the 'full linker options'

Compiler:
  1. Change character set to unicode from multibyte
  2. Add  'WIN32' to preprocessor definitions

Linker:

  1. Add d3d12.lib, d3dcompiler.lib, and dxgi.lib to the set of files to link to
  2. Change subsystem to  'Windows' 
  3. Disabled compilation of shaders.hlsl by Visual studio



Change the lines that compile the shaders from this:
 ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"shaders.hlsl").c_str(), nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &vertexShader, nullptr));
 ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"shaders.hlsl").c_str(), nullptr, nullptr, "PSMain", "ps_5_0", compileFlags, 0, &pixelShader, nullptr));
To this:
ThrowIfFailed(D3DCompileFromFile(L"shaders.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &vertexShader, nullptr));
ThrowIfFailed(D3DCompileFromFile(L"shaders.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", compileFlags, 0, &pixelShader, nullptr));

Note: I am sure GetAssetFullPath is useful, probably esp. in remote debug cases. Will circle back to this later.

imgui for DX12 hints

command line, in a visual studio window, builds the .objs but does not create a .exe. Did not resolve.

was able to pull in the project for the visual studio solution into the main solution for the imgui project. i used that to create build the project. i got a runtime error on line 384:

    // Store our identifier
//    static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");

commented this out to get the basic sample running and it did not crash.

useful to at least investigate/learn more about imgui with DX12