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Member Since 21 Feb 2008
Offline Last Active Today, 09:56 AM

Posts I've Made

In Topic: Clarification about shaders and Directx11

12 May 2016 - 03:29 AM

Maybe the driver is injecting the FF emulation shaders that it puts in for any D3D9 call, that would bind a VS at least that could just be a pass through shader seeing no MVP is set either. Which then would mean that as long as you keep the vertex coordinates in screen view you will see the triangle on screen. This would off course only work with a driver that still has support for D3D9.


This is all speculation of course.


Have you tried doing a VS graphics/Renderdoc/Intel Graphics analyser/NSight capture to see what the GPU is actually doing?

In Topic: How to find the cause of framedrops

26 February 2016 - 11:15 AM

You can use Renderdoc, INtel GPA, AMD codeXL or NVidia Nsight for GPU profiling. They all give you GPU timings, some will give you more info than others depending on the hardware you run it on. Renderdoc doesnt do DX9 though although I never checked this.

In Topic: They called me crazy!

18 February 2016 - 09:47 AM

But does it support FILE_NOT_FOUND?

I believe boosts tribool still does this wrong as well, by not defining the third states value.

In Topic: DXGI format question.

17 February 2016 - 10:23 AM

Beware though that clears in D3D11 don't respect the write mask.


Thats why you dont clear in this case, most of the games I work on that have shipped dont use clears if they dont have to. So if your SSAO target will cover the whole RTV dont clear it.

In Topic: Lumberyard Engine; Building a VS Solution File

11 February 2016 - 04:02 AM

This should tell you how to do this: https://s3.amazonaws.com/gamedev-tutorials/Tutorials/Programming-Basics-%2801%29_Setting_up_your_development_environment_v1.pdf