Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 30 Jun 2011
Offline Last Active Nov 08 2013 04:59 AM

Posts I've Made

In Topic: [DirectCompute] computing and indexing large buffers

06 November 2013 - 06:43 AM

Thanks a lot for such a detailed answer.

Yes, I forgot to mention that they are one dimensional resources which is why I'm using y=1, z=1 for the numthreads definition.

I already figured that I might need to do something like that (dividing into thread groups), but I didn't really understand the concept in association to the hardware. Your explanation helps me a lot there smile.png


Indeed 1-2 Million is not that much when it comes to GPU computing ... just in relation to 216 (65535) it is quite a step which I didn't know how to take.


Thanks for the great help (+rep)

In Topic: [SlimDX] Multi-Monitor Multi-Window fullscreen troubles

15 April 2012 - 06:25 AM

Turns out that the only thing that was different between the original code and my SlimDX port was at fault for the issue Posted Image

To run the message loop for the application I simply used the SlimDX message pump on the first window...

						MessagePump.Run(g_WindowObjects.First().Form, () =>

... but this seems to have interfered with something that DXGI is doing during the fullscreen transition of this window.
I replaced the above code with a separate message loop (just like in the original sample code) and after that change it worked as expected.

I've put the whole code of the port to my bitbucket account so if anyone happens to need something like that, feel free to go there and grab it.


In Topic: [SlimDX] Multi-Monitor Multi-Window fullscreen troubles

13 April 2012 - 12:51 PM


As said I've now tried to create the windows in the exact same way the DX sample does it by using PInvoke for all necessary W32 calls ... the behaviour stays exactly the same as when using .NET Forms.
So I guess the issue might be related to either SlimDX or the .NET runtime is doing something which causes problems ?!

I'm kind of lost here right now, what else could I try to narrow the problem down ?

In Topic: HLSL Line geometry shader

22 August 2011 - 04:15 AM

Turns out this was caused by the D3D10_RASTERIZER_DESC's AntialiasedLineEnable property (which I had set to "true") ... now I have it set to "false" and it works now regardless of the blend mode I'm using (is this a driver issue, since I guess this isn't supposed to happen?!).
Anyway, I'd still love to hear suggestions if I could improve the math in my geometry shader in some way.


In Topic: resolving DepthStencil-Buffer in D3D10 / D3D10.1 / D3D11

30 June 2011 - 03:41 PM

Thanks for the confirmations ...
I hope this thread will help someone in future, since I've spent quite some time trying to figure out these facts :)