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Member Since 29 Oct 2011
Offline Last Active Feb 11 2016 03:13 PM

Posts I've Made

In Topic: [D3D12] DXGI, multi-GPU issues

05 February 2016 - 01:16 AM

I guess it is sorted, but weird way.


I plugged the monitor into the integrated card, rebooted and indeed I was now able to create context on the Intel chip, even on GeForce which had no output. I plugged it back to the GeForce and now device context can be created on both cards simultaneously.

In Topic: [D3D12] DXGI, multi-GPU issues

04 February 2016 - 02:03 AM

Dingleberry and Alessio1989 - you were right! I enabled debug for the app in the panel, then it prompted me to install Graphics Tools. So now the debug output works.


Intel drivers are up to date, I installed them yesterday. And I guess the video ram amount is also OK - because I am querying DXGI_ADAPTER_DESC1.DedicatedVideoMemory, which as of integrated card, has none. Or maybe its because of the monitor, will try...

In Topic: [D3D12] DXGI, multi-GPU issues

03 February 2016 - 06:47 PM

I just enabled it in BIOS (i7 4770K, ASRock Z87E-ITX), I can see it in device manager and it is listed among adapters returned by DXGI factory.



In Topic: Texture transfer between two GPUs

06 June 2012 - 11:21 AM

Thank You for replies!

The point is that currently there are lots of systems with dual-gpu configuration, thanks to Intel/AMD and their integrated GPU cores in processors. I want to exploit dual-GPU config for shadow mapping, where one GPU would render the scene itself, and the other one would be responsible for shadows, e.g. creating the shadow map and transfering the map to the primary GPU. I will try to see into it a bit more...

In Topic: How to setup paraboloid's view matrix in dual paraboloid shadow map?

04 February 2012 - 04:04 PM

This setup produces result like this:


the dog is located at x = 0 and z=0, his head pointing towards positive z. Light is at (0, 10, 0) - above the dog. When I debugged my code in AMD GPU PerfStudio, the applied map is actually stored in back texture and not in front (despite containing front map).

If I set front view matrix for back map generation, I can get correct back map:


But front map is always empty, that means initialized to 1s, so everything is lighted.