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wh1sp3rik

Member Since 03 Nov 2009
Offline Last Active Mar 31 2014 08:35 AM

#5131805 Making a texture render to itself

Posted by wh1sp3rik on 16 February 2014 - 02:30 PM

In this situation, I think it's better to create two textures. One for SRV and one for RTV. After you render into RTV, you can copy RTV to SRV with copyresource. It's should be fast as it's GPU to GPU. Also SRV and RTV should be set to default, so no CPU writing/reading.




#5092642 Screenquad vs compute shader

Posted by wh1sp3rik on 09 September 2013 - 01:45 AM

Hello,

 

I am currently using one compute shader, which calculates everything, i can calculate all deferred lighting with stable cascaded shadow mapping in one pass. I am using UAV texture to save results.

 

Because UAVs are 5.0 only ( RWTextures, also i heard, they are somehow slow becuase it's doing some checks ... ), i am thinking of using screenquad. My question is, is screenquad faster and better solution ? Perhaps i was just overloaded with expectations that CS is cool and fast :)

Also i had a cool feel when i can control thread count :) but pixel shader works same right ? every pixel runs parallel ?

 

thank you for answers, opinions ;-)




#5022832 Algorithm for generating indices

Posted by wh1sp3rik on 18 January 2013 - 04:02 AM

This is for my exporter to my model format. I would like to make indices and sort them, but my current solution .. is working, but it's not fast :)

 

I checked the hashing. it looks like, the main problem is, duplicates doesn't mean same values but values which are VERY close to be same ( for example two vertex very very very close to each other ).




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