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user88

Member Since 17 May 2009
Offline Last Active Dec 26 2014 06:31 AM

Topics I've Started

[DX11] writing RWTexture2DArray in pixel shader

25 December 2014 - 12:13 PM

Hi,

 

this MSDN page tells me that RWTexture2DArray object can be modified from Pixel Shader.

 

How should I bind this object with the resource in application code?

 

There is no ID3D11DeviceContext::PSSetUnorderedAccessViews method as an alternative to the ID3D11DeviceContext::CSSetUnorderedAccessViews for compute shader..


[DX11] Why we need sRGB back buffer

13 June 2014 - 03:32 AM

Hi,

 

after reading a couple of resources in web about Gamma Correction I still feel confused.

 

In my experiment pixel shader simply outputs linear gradient to backbuffer.

 

 - First case: backbuffer format is not sRGB, value of linear gradient is outputted without any modifications:

Attached File  ng.jpg   21.81KB   20 downloads

 

 - Second case: backbuffer format is sRGB, value of linear gradient is outputted without any modifications:

Attached File  g1.jpg   19.75KB   19 downloads

 

 - Third case: backbuffer format is sRGB, value of linear gradient is outputted with correction of pow(u, 1/2.2):

Attached File  g1div2.2.jpg   18.13KB   17 downloads

 

 - Fourth case: backbuffer format is sRGB, value of linear gradient is outputted with correction of pow(u, 2.2):

Attached File  g2.2.jpg   21.55KB   19 downloads

 

As you see, first and last results are almost the same. So, my question is why we need sRGB backbuffers plus modifying final output pixel shader if we can simply use non-sRGB texture? The result is almost the same:

Attached File  pixcmp.jpg   167.98KB   21 downloads


[DX9] many lights: registers VS Volume Texture

07 February 2014 - 03:35 AM

Hi,

 

I want to expand maximum lights capability in my 3D engine. The DX9, forward rendering is used there. The lights pass to shader as array of corresponding shader structs, located in registers memory. So, registers memory is restriction for max lights.

 

Could anybody tell me tell whether the performance will be good enough when i will hold lights array in Volume Texture? I mean in compare to registers memory..

 

Thanks for your help!


SlimDX future?

14 March 2013 - 09:31 AM

Hi to all, especially hi to SlimDX project developers.

 

I want to ask you about the future of the SlimDX. As i know the SlimDX project hasn't been updited since two year. So the anwer is: Is SlimDX still alive project? Will any updates be release in future (i.e. WinRt support)?


[DX11] InterlockedMin works wrong?

07 December 2012 - 07:03 AM

hello,

code snippet from Compute Shader 5.0:
groupshared int3 sMin;
...
InterlockedMin(sMin.x, asint(viewPosition.x));
...
In code snippet above there is groupshared variable that holds minimum position value across the thread group. I noticed the case that the InterlockedMin works wrong when sMin.x == 0 and viewPosition == some_negaive_sign_value. After the operation sMin.x == 0.

Question: why negative value doesn't take as minimal value? In documentation mentioned that uint and int types are supported by InterlockedMin, so the sine should takes in account in case of int type.

I use nSight to profiler via network to debug shaders. The graphics adapter on target PC is GeForce GTX 460.

Any help would be appreciated..

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