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nicolas.bertoa

Member Since 24 Feb 2008
Offline Last Active Yesterday, 10:46 PM

Posts I've Made

In Topic: [D3D12] Number of queued frames and swapchain buffers

08 July 2016 - 12:51 PM

Ohh you are right. And yes, I use exactly the same configuration you described. Then I will try your suggestion and Sergio J. De Los Santos suggestion too.

Where did you learn about this stuff and the stuff you described in the post you recommended me to read (in your first answer to this post)

In Topic: [D3D12] Number of queued frames and swapchain buffers

08 July 2016 - 11:57 AM

@Sergio J. De Los Santos:
I will check about your recommendation of having N swap chain buffers ans N - 1 queued frames in my code. Currently, both have the same number and I did not see any problems in the app, but what you says makes sense.

Why the latency could change according the number of queued frames?

@Jesse Natalie:
Where do you set the sync interval to be 0? When you create the swap chain?

In Topic: [D3D12] Number of queued frames and swapchain buffers

07 July 2016 - 05:21 PM

I just read your post. Thanks for the information.

The reason why I am using 3 buffers in swap chain instead of 2 is because as I am queuing 3 frames, I was getting errors because DirectX complained about writing operation in current displayed back buffer. I think that is something you mentioned in that post.

In Topic: Is DirectXMath thread safe?

07 July 2016 - 09:04 AM

@Hodgman:

Yes, I share the data once it is properly initialized.

I did several tests yesterday, reading different DirectXMath types by different threads, and there were no problems (crashes, data modified, etc)

In Topic: Is DirectXMath thread safe?

06 July 2016 - 05:13 PM

Ok. Thanks for the answers.

I think I should pass that matrix by value instead so each thread has its own copy and we avoid potential problems.

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