Latest d3d12 Activity

I still dont see the clouds in the water

uint Stride = DTID.x * 6;
uint seed = 100000;
uint3 txDim = uint3(1024, 150, 1024);
RE_VERTEX inVertex1 = inVertices[Stride + 0];
RE_VERTEX inVertex2 = inVertices[Stride + 1];
RE_VERTEX inVertex3 = inVertices[Stride + 2];
RE_VERTEX inVertex4 = inVertices[Stride + 3];
…
3 = Tessellation Factor
struct Mesh_Data
{
string mMeshName;
string mMeshTextureName;
int mVertexCount;
vector<RE_VERTEX> mMeshGeometry;
ComPtr<ID3D12Resource> Mesh_Vertex_Buffer_GPU;
ComPtr<ID3D12Resource> pStreamOutBuffer;
UINT VertexByteStride;
UINT VertexBufferByteSiz…
![[D3D12] Why GPU bubble(Idle) between two ExecuteCommandLists](https://uploads.gamedev.net/forums/monthly_2024_10/medium.62aa6e172a82431f8157479051451ffe.image.webp)
i found the reason
yes im using the same 12 device to 12device 5 for RT

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.
Advertisement
Advertisement
Advertisement