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Funkymunky

Member Since 28 Jul 1999
Offline Last Active Yesterday, 07:53 PM

Posts I've Made

In Topic: Multi-threaded deferred setup

02 February 2016 - 08:40 PM

I thought it was slower if the GPU pulls data from an Upload Heap.  With my current scheme I never actually end up waiting on a fence because I render a different frame and upload to a different Heap location while the first set of operations processes.  So wouldn't I just be slowing things down if I didn't copy stuff into a Default Heap?


In Topic: Multi-threaded deferred setup

02 February 2016 - 08:28 PM

I was under the impression that was the right way to do things.  Make draw calls, then copy in the new data to a Map'd region in an Upload heap, and then call CopyBufferRegion to move it to a Default heap.


In Topic: Multi-threaded deferred setup

02 February 2016 - 07:50 PM

Ah that makes sense!    Thanks!


In Topic: Inverting normals when rendering backfaces

31 January 2016 - 10:48 AM

I should have specified that I am looking to use the normal in the vertex shader.  And now that I've said that I realize that there's no way for the vertex shader to know if it is part of a front/back face yet, so I'll have to duplicate the geometry to get both normals, or try to trick it by transforming it and using abs().  Thanks though!


In Topic: [D3D12] CopyTextureRegion with a fence?

25 December 2015 - 11:44 PM

Well it turns out that I had a bug in how I updated the position that the stream used to calculate which texture index to access.  I flushed it out in the process of walking through the code to examine each of your questions.  So thanks!


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