It was all very easy to get set up. First you create a DirectX 11 swap chain, just like normal. The only difference is the Usage property of the swap chain has an additional flag set which is (Usage)1024 and it represents UnorderedAccess. This allows the backbuffer to be used as an output UAV in the Compute Shader.
RenderForm form = new RenderForm("SlimDX - Sobel Filter Compute Shader");
form.ClientSize = new Size(1024, 1024);
SwapChainDescription swapChainDesc = new SwapChainDescription()
BufferCount = 1,
Flags = SwapChainFlags.None,
IsWindowed = true,
ModeDescription = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
OutputHandle = form.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
//(Usage)1024 = Usage.UnorderedAccess
Usage = Usage.RenderTargetOutput | (Usage)1024
Device.CreateWithSwapChain(null, DriverType.Hardware, DeviceCreationFlags.Debug, swapChainDesc, out device, out swapChain);
The rest of the setup is standard stuff. You grab the backbuffer texture, load the image to run the filter on, and load/compile the Compute Shader.
Texture2D backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
RenderTargetView renderView = new RenderTargetView(device, backBuffer);
Texture2D flower = Texture2D.FromFile(device, "flower.jpg");
ShaderResourceView resourceView = new ShaderResourceView(device, flower);
ComputeShader compute = Helper.LoadComputeShader(device, "Sobel.hlsl", "main");
UnorderedAccessView computeResult = new UnorderedAccessView(device, backBuffer);
The "render" loop doesn't contain any actual rendering. It sets up the render target and viewport like normal, but then it sets the Compute Shader and runs it. After the Compute Shader is ran, the swap chain is told to present the backbuffer, which now contains the Compute Shader output.
device.ImmediateContext.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
MessagePump.Run(form, () =>
device.ImmediateContext.Dispatch(32, 32, 1);
That's it for the CPU side, now let's look at the GPU side. It's a standard Sobel Filter that only has an input texture and an output texture. The output can either be the Sobel result alone, or it can be the Sobel result laid over the input texture.
Input : register(t0);
Output : register(u0);
[numthreads(32, 32, 1)]
void main( uint3 threadID : SV_DispatchThreadID )
float threshold = 0.20f;
bool overlay = true;
// Sample neighbor pixels
// 00 01 02
// 10 __ 12
// 20 21 22
float s00 = Input[threadID.xy + float2(-1, -1)].r;
float s01 = Input[threadID.xy + float2( 0, -1)].r;
float s02 = Input[threadID.xy + float2( 1, -1)].r;
float s10 = Input[threadID.xy + float2(-1, 0)].r;
float s12 = Input[threadID.xy + float2( 1, 0)].r;
float s20 = Input[threadID.xy + float2(-1, 1)].r;
float s21 = Input[threadID.xy + float2( 0, 1)].r;
float s22 = Input[threadID.xy + float2( 1, 1)].r;
float sobelX = s00 + 2 * s10 + s20 - s02 - 2 * s12 - s22;
float sobelY = s00 + 2 * s01 + s02 - s20 - 2 * s21 - s22;
float edgeSqr = (sobelX * sobelX + sobelY * sobelY);
float result = 1.0 - (edgeSqr > threshold * threshold); //white background, black lines
Output[threadID.xy] = result;
if (overlay && result != 0.0)
Output[threadID.xy] = Input[threadID.xy];
That's it! I already improved the code so that the threshold float and overlay boolean are in a constant buffer that is set on the CPU side, but I figured I'd keep the code posted here as simple as I could.
Here was my input image:
And here is the the output image (input + Sobel result overlay):
Nothing too spectacular, but the main focus was the Compute Shader + backbuffer, not the actual Sobel Filter. Enjoy!
By the way, you may have noticed that my C# code snippets now use the same syntax highlighting as Visual Studio. I installed the CopySourceAsHtml add-on and it seems to work pretty well.