Advertisement

Latest d3d12 Activity

I have been trying to figure out how to change the output of my swap chain. I tried recreating my swap chain, but I am getting an error from my IDXGIFactory2:

DXGI ERROR: IDXGIFactory::CreateSwapChain: Only one flip model swap chain can be associate with an HWND, IWindow, or composition surface at a…
1,732 views
Advertisement
D3D12 Vertex buffer isnt uploading correctly to GPU

@frob That makes sense! ill will keep that in mind in the future!

3,271 views

RE: The best way to render text in D3D12 of https://www.gamedev.net/forums/forum/5-graphics-and-gpu-programming/

Now you can display plain text by calling two C++ functions.

Refactored text rendering code from DirectXTK12. Everything unnecessary has been removed, only for Windows, headers only.…

1,925 views

Yes exactly my program was failing until I changed the alignment on the cpp side to  match the one indicated by pix.

5,760 views

Without actually debugging the code, you might try flipping 2 and 3 around. It might be fooled into thinking the commands are still in use since you destroy the vertexes before resetting the allocator. As a side note, you don't have to wait until the end of the frame to reset the command list. You …

6,201 views

When it comes to switching fullscreen/windowd, changing buffercount/ backbuffer format and changing dimensions, you can get away with a swapchain→ResizeBuffers call.

5,585 views
Encoded compute shader size doesn't match specified size

I fixed it! For anyone running into the same issue - Don't store your compiled D3D12SHADERBYTECODE and use it later. Like I am doing here. I am not sure what the issue with that, but I guess it has something to do with it going out of scope by the time you use it! 

3,456 views

This new release of Diligent Engine introduces an API for packaging render state objects (shaders, pipeline states, resource singatures, render passes) into archives. An object archive contains data optimized for run-time loading performance (shaders are compiled into optimized byte code and patche…

3,925 views

@mjp thanks for your response, I managed to create the buffer using GetDescriptorHandleIncrementSize also I forgot to set the descriptor table that contained the CBV later on when populating the command list

8,338 views

This new release of Diligent Engine introduces the following new features:

  • Variable rate shading gives applications control over the frequency at which pixel shading is performed, allowing applications to trade quality for performance and power savings.
  • Sparse (aka partially resident or tiled) resour…
4,276 views

Turns out I forgot to set the SampleMask in the pipeline desc to 0xffffffff now everything works fine.

5,002 views

@Matthew_e_ I fixed the issue, I had made a mistake in loading the shaders and was assigning the vertex shader to the pixel shader slot and vice versa. I guess there is a bug that caused the error messages to report the wrong shader versions since the error messages suggested my shader types matche…

7,985 views

@MJP Thank you for your reply. It helped me a lot. I've successfully applied msaa to my app. 

Then i think it must have a big mistake (or at least misleading) in my textbook lol

5,033 views

MJP said:
Yes that's right, draws and dispatches can (and usually will overlap) if there's no barriers in between them. If you take a GPU capture in PIX or grab a trace in Nvidia or AMD's profilers you can see how the draws and dispatches are actually executing. PIX will show you something like this…

7,230 views
 IDXGISwapChain::Present takes too long

There's an overhead in when rendering on one GPU and presenting on another GPU due to copying and synchronising between them.
You can see that Intel iGPU is also used by your app with GPUView in that scenario, or make sure that it's not the case if it's not used.

7,174 views

I've wrote a ray tracing shadow shader before. (abbreviated as ShaderA)

And recently I wrote another ray tracing shader. (abbreviated as ShaderB)

I create ID3D12StateObject for both.

But hit group shader identifier is unique between each ID3D12StateObject.

My hit group data struct is like this:

| shader…

3,861 views

The new release of Diligent Engine is out and among other improvements introduces two major features: Mesh Shaders and Render Passes.

Mesh Shaders is a new feature of modern GPUs that is exposed through two new programmable stages: amplification and mesh shaders. The new stages give applications gre…

4,255 views

Render passes, a crucial API abstraction that gives application more control over how rendering commands map to tiled-deferred rendering architectures on mobile platforms, is now a core feature of Diligent Engine API! Check out a new tutorial that demonstrates how to implement a simple deferred ren…

4,086 views
mfilion
July 09, 2020 07:40 PM
Deep dive into OpenGL over DirectX layering

Earlier this year, Collabora announced a new project with Microsoft: the implementation of OpenCL & OpenGL to DirectX translation layers. Here's the latest on this work, including the steps taken to improve the performance of the OpenGL-On-D3D12 driver.

https://www.collabora.com/news-and-blog/bl…

7,239 views
Android AR with Diligent Engine

Check out new Hello AR that shows how to use Diligent Engine in a basic Android AR application.

https://github.com/DiligentGraphics/DiligentEngine

3,817 views
Advertisement
Advertisement