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Member Since 10 Apr 2010
Offline Last Active Jun 11 2014 08:23 PM

Posts I've Made

In Topic: why unreal engine wait the gpu to finish rendering after every Present?

30 April 2014 - 07:35 AM

It seems to be waiting for an evens that occurred at the beginning of the previous frame.

Whenever you send commands to the GPU, they are actually just being written into a command buffer. The GPU may be executing D3D/GL calls 1,2,3+ frames after the CPU makes those calls.

I would assume that this is there as a hack to ensure that the GPU is only ever 1 frame behind the CPU, and no more than that. It basically seems like a hack to disable tripple buffering or any other kind of excessive buffering hat a driver might automatically be performing. I guess this might help reduce input-to-screen latency on some systems?

void FD3D9EventQuery::IssueEvent()
	if( Query )

void FD3D9EventQuery::WaitForCompletion()
	if( Query )
		UBOOL bRenderingIsFinished = FALSE;
		while ( D3DRHI->GetQueryData(Query,&bRenderingIsFinished,sizeof(bRenderingIsFinished),TRUE) && !bRenderingIsFinished )

In Topic: is there any difference about the order of clear rendertargetview and setrend...

15 April 2014 - 12:30 AM

In D3D10/D3D11 clear works regardless of whether or not you bind the render target, so it doesn't matter which order you do it.


thank you.

In Topic: DX Sample Tutorial07 crached in pix for windows

24 March 2014 - 08:51 PM

my operation system is windows 7 64bit sp1

graphics card : gtx660.

In Topic: DX Sample Tutorial07 crached in pix for windows

24 March 2014 - 08:48 PM




but i have install vs2012/vs2013..

In Topic: [fixed]what's the common reason of this shadow map bug?

21 March 2014 - 12:25 AM

i found this bugs.

because in the pixel shader,

the variable shadow is not initialized.