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Member Since 16 Apr 2009
Offline Last Active Jun 26 2014 07:44 PM

Posts I've Made

In Topic: Beginning D3D11, missing pixel shader

09 November 2013 - 11:01 PM

Problem was setting 0 as the sample mask for OMSetBlendState.  It's always the little things.  Thanks for suggestions everyone.

In Topic: Beginning D3D11, missing pixel shader

09 November 2013 - 04:33 PM



do you pass the debug flag when creating your shaders?




And are you getting any output from the pixel shader, despite not being able to see the stage.

Not as far as I can tell.  When I check the pixel history, I only see the ClearRenderTarget.



The 'Graphics Pipeline Stages' tab doesn't have pixel shader stage. It only shows 'Input Assembler->Vertex Shader->Output Merger'.

When I run D3D sample apps through the graphics debugger, I do see pixel shader stage.



To make sure your PS is set correctly, in the 'Graphics Event List' go to your draw call and click on the ID3D11DeviceContext. It will open a new window with the entire state, you can check that your PS is set.

The pixel shader is set in the device context.  All the states in the device context look correct, as far as I can tell.



If you want to debug a specific pixel, right click anywhere on the image, select 'Pixel History', then click on a pixel. This will open a new window where you can see the graphics history and debug the vertex and pixel shaders.

When I check pixel history, I don't see my pixel shader anywhere.  Only the framebuffer clear.


Anyway, thanks for the suggestions so far.

In Topic: Lighting shader, high level optimizations?

23 July 2013 - 05:32 PM

Rather than store your light values in array-of-structures form, store things as a structure-of-arrays.


This explains what I'm talking about very nicely: http://zeuxcg.org/2007/10/28/my-own-lighting-shader-with-blackjack-and-hookers/

In Topic: Thread synchronization, waiting for multiple jobs

10 May 2013 - 02:10 AM

It's a multi platform codebase so that's not an option.

In Topic: Slow Sprite Batch Rendering

15 September 2012 - 01:27 AM

I think your problem may be glMultiDrawArrays. My understanding is that this doesnt really map to the gpu. You will still get one draw call per entry you send to glMultiDrawArrays. The only benefit is reduced driver overhead. You should be able to send all the sprites as a list of quads just using GL QUADS and glDrawArrays. I think this will be much faster.