Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 08 Sep 2011
Offline Last Active Today, 03:54 AM

#5292318 Pixel Shader 3 weirdness

Posted by Mona2000 on 18 May 2016 - 12:31 PM

Could it be because ps_3_0 requires a vs_3_0 vertex shader?

#5291914 What is this artifact in my shadow map?

Posted by Mona2000 on 16 May 2016 - 12:48 PM

" I'm using the tex2Dproj function to get a free hardware PCF filter"


I don't think that is exactly how it works. Besides, anything you do in a shader program is on the hardware, and it sure isn't free.


It does work like that (it's a D3D9 extension that every card supports nowadays), and the term is correct as the filtering is performed by the hardware and not by calculations in the shader (software).

#5291036 Clarification about shaders and Directx11

Posted by Mona2000 on 10 May 2016 - 03:52 PM

Just call ID3D11DeviceContext::VSGetShader or ID3D11DeviceContext::PSGetShader to see what shader is bound.

#5290719 Meshes rendered with the aid of shaders corrupted in windows 64 bit

Posted by Mona2000 on 08 May 2016 - 04:18 PM

I don't think reading from a region locked with D3DLOCK_DISCARD is a valid operation?

Edit: and obviously using that vertex buffer without writing anything into it after killing whatever was inside with D3DLOCK_DISCARD is unlikely to be correct.

#5290534 Is SetPrivateData only supposed to be called once?

Posted by Mona2000 on 07 May 2016 - 05:12 AM

It makes sense in some situations, like when you create a rasterizer state and name it, then somewhere else in the code you create another rasterizer state with the same values you will just get the same object from before and attempting to name it would overwrite the old name.

#5279582 Design question: Anti-aliasing and deferred rendering.

Posted by Mona2000 on 04 March 2016 - 06:47 PM

Yes, you should definitely implement the effect in your code. You don't need to use MSAA at all but FXAA tends to blur everything a bit and it doesn't work particularly well on UI so you might wanna use MSAA for that.

#5279581 Deferred Rendering and Particles

Posted by Mona2000 on 04 March 2016 - 06:41 PM

I don't think you need to render the particles to a separate texture. Just do the lighting passes and then render the particles into the HDR buffer.

#5279564 Design question: Anti-aliasing and deferred rendering.

Posted by Mona2000 on 04 March 2016 - 04:57 PM

If you want to remove aliasing from your opaque meshes then you need to make your GBuffer and light passes MSAA. Or use some kind of post processing filter like FXAA or SMAA.

#5279556 Design question: Anti-aliasing and deferred rendering.

Posted by Mona2000 on 04 March 2016 - 04:25 PM

That doesn't work either. You can go from MSAA to non-MSAA (resolving) but the opposite makes no sense.

#5277295 How to enable supersampling in DirectX 11?

Posted by Mona2000 on 21 February 2016 - 09:32 AM

Thanks guys for your reply, but I think that rendering to a multi-sampled render target then resolving it is a MSAA rendering technique not a SSAA rendering.


It becomes a SSAA technique once you render your objects into the multisampled target with SV_SampleIndex as a pixel shader input, forcing it to run per-sample (unlike MSAA where the it runs per-pixel).

#5276059 DXGI format question.

Posted by Mona2000 on 16 February 2016 - 07:29 PM

Yes, you can do that by setting RenderTargetWriteMask in your blend state to D3D11_COLOR_WRITE_ENABLE_ALPHA.

#5270820 Direct2D and AMD Firepro GPU

Posted by Mona2000 on 13 January 2016 - 03:10 AM

Are you sure it's the *RenderTarget change that "fixed" the bug and not the fact that you switched from D2D1_RENDER_TARGET_TYPE_DEFAULT to D2D1_RENDER_TARGET_TYPE_SOFTWARE (which doesn't use your graphics card anymore)?

#5269843 DirectX evolution

Posted by Mona2000 on 07 January 2016 - 09:22 AM

Vertex Descriptor -> Input Layout

Vertex declaration*

#5267816 Vertex Shader Output

Posted by Mona2000 on 24 December 2015 - 01:12 PM

Given how the order that works is the one with lightVP at the end, I think the value might be getting optimized out when you compile the pixel shader (but not when you compile the vertex shader, since it uses it) leading to a layout mismatch. I'm pretty sure the compiler is not supposed to do that so I might be wrong here.

#5267779 Vertex Shader Output

Posted by Mona2000 on 24 December 2015 - 08:03 AM

Any difference if you reorder the struct so it's TEXCOORD 0 1 2 3 instead of 1 2 3 0?