Depth and Constant Buffer in Direct3D 12: A Shallow Dive

Welcome back to another installment of our Direct3D 12 shallow dive series. In our previous tutorial, we noticed that our cubes were not rendering correctly. They were overlapping instead of poking out of each other as expected. The reason behind this issue is the absence of a depth buffer. In this article, we will explore how to create and use a depth buffer in Direct3D 12 to achieve the desired rendering effect.

Depth and Constant Buffer in Direct3D 12: A Shallow Dive
Depth and Constant Buffer in Direct3D 12: A Shallow Dive

Creating the Depth Buffer

To create the depth buffer, we need to follow a different process than creating render targets. While render targets are automatically created when we create a swap chain, the depth buffer requires manual creation. Let’s take a look at the steps involved:

  1. Specify the heap type: For rendering purposes, we prefer the default heap type.
  2. Set the resource descriptor: The resource descriptor for the depth buffer is more complex than what we’ve seen so far. We need to specify the format, sample count, and sample quality, among other details.
  3. Set the flags: We need to allow the depth stencil flag since we will be using the buffer as a depth buffer.
  4. Set the optimized clear value: We can provide an optimized clear value for the depth buffer to improve performance. In this case, we will set the depth value to 1.0, representing the far plane.
  5. Create the committed resource: We create the depth buffer resource with its initial state set to “depth.”
  6. Create the depth stencil view: Similar to a render target view, we create a depth stencil view and associate it with a heap.
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Using the Depth Buffer

Now that we have created the depth stencil view, we need to bind it to the pipeline to make use of it. Here’s what we need to do:

  1. Update the pipeline state object: We need to inform the pipeline state object that a depth stencil view is bound. We specify the format and ensure that it matches the format specified when creating the resource.
  2. Clear the depth buffer: Before using the depth buffer, it’s crucial to clear it to avoid occlusion issues. We clear the depth stencil view by passing the optimized clear value.
  3. Bind the depth buffer at render time: We bind the render target and depth buffer, ensuring that the pointer to the depth stencil view handle is provided.

Achieving a More Defined Cube Appearance

Apart from fixing the overlap issue, we can enhance the appearance of our cubes by using color-per-face interpolation instead of color-per-vertex. This approach allows for sharper cube edges. To implement this, we need to make a few changes:

  1. Modify the shader code: We no longer need to input or output color values. Instead, we use the primitive ID system value to look up colors in an array that represents the colors for each face of the cube.
  2. Create a constant buffer: We create a constant buffer to hold the colors for each face of the cube.
  3. Update the root signature: We add a new root parameter to include the constant buffer view directly. We set the shader register and register space accordingly.
  4. Update the vertex shader: We remove the color parameter since we no longer need it. We also remove any references to the color variable.
  5. Update the drawing configuration: We set the constant buffer view on the root parameter. This is done by getting the virtual address of the resource and specifying the correct root parameter index.
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By implementing these changes, our cubes will now have solid colors for each face, resulting in sharper edges and a clearer visual representation.

Bonus: Advanced Debugging Capabilities

Once we start binding and using resources in our shaders, we can enable advanced debugging capabilities to aid in identifying and fixing issues. By enabling GPU-based validation, we can validate shader code and detect errors during runtime. To enable this feature, we need to:

  1. Access the debug interface: By resolving the debug interface and obtaining the debug one interface, we gain access to advanced debugging features.
  2. Enable GPU-based validation: Enabling GPU-based validation will check for errors and provide detailed messages. This allows for more efficient debugging during shader development.

With GPU-based validation enabled, we can quickly identify and address issues such as incompatible resource states or indexing out-of-bounds. These features significantly enhance the debugging process and help improve the quality of our shaders.

Q: How can I fix overlapping cubes in Direct3D 12?
A: Overlapping cubes can be resolved by creating and using a depth buffer. The depth buffer allows for the recording of pixel depth, ensuring correct rendering order and preventing overlap.

Q: How can I achieve sharper cube edges in Direct3D 12?
A: To achieve sharper cube edges, you can use color-per-face interpolation instead of color-per-vertex interpolation. This approach involves creating a constant buffer for storing colors per face and modifying the shader code accordingly.

In this article, we explored the importance of depth buffers in Direct3D 12 and learned how to create and utilize them for correct rendering and sharper cube edges. We also discussed the benefits of enabling GPU-based validation for advanced shader debugging. By implementing these techniques, we can enhance our rendering capabilities and create more visually appealing scenes in Direct3D 12.

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Depth and Constant Buffer in Direct3D 12: A Shallow Dive