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zipwax

Member Since 12 Mar 2012
Offline Last Active Jul 29 2014 02:31 PM

Topics I've Started

Order of calling for ReportLiveDeviceObjects (SharpDX)

29 July 2014 - 01:33 AM

I've seen tons of examples on the net about how to get a DebugDevice in SharpDX, and then how at the end, to call ReportLiveDeviceObjects( ). Yet every single example shows a stack of still-instantiated objects. The ID3D11Device always has at least 2 external refcounts on it, and the rest have internal refcounts, but no external refcounts... This seems unclean.

 

I'd like to know if there is *a* way to "clean up" the DebugDevice so that the DebugDevice knows that ALL of the D3D objects are gone and cleaned up. Kinda like a way to call DebugDevice.SetD3DDevice( null ), or DebugDevice.DisposeYourReferenceToD3D( ), and THEN call ReportLiveDeviceObjects( )! I want a clean log! I haven't seen one example where the log is clean.

 

I know enough to flush the context, and clear it's state, by the way. This still-having-entries log file is after doing all that.

 

Possible!?


How to use external variables in HLSL?

06 July 2014 - 08:12 PM

I'd like to have a master HLSL file, with some functions in it, but these functions require a lot of variables to be passed in. It'd be *nice*, but not absolutely necessary, if my master .fx file could reference "extern" variables, and at compile time, resolve those to the ones in my cbuffer in the non-master file. Is this possible?

 

to restate, I have two files, "master.hlsl" and let's say "blur.hlsl". I want blur.hlsl to reference master.hlsl with a #include. I want blur.hlsl to define a cbuffer  with some varaibles (let's say float fBlurSizeH and float fBlurSizeW), and inside master.hlsl, it defines these variables as "extern float fBlurSizeH" (etc)... Maybe I'd have a function like void DoBlur( Texture2D image ), which references fBlurSizeH. When I try this, it tells me my variable is defined twice. Stupid compiler! :-)

 

I don't see any reason why this couldn't happen, but I don't know the syntax of how to do it. It just seems cleaner.

 

One problem I have is that I have multiple HLSL files wanting to reference this master HLSL file, so I can't reference a specific constant buffer from within the master HLSL file, I need the variables it references to be "generic".

 

thanks

 


Animate to SwapChain or RenderTargets

07 June 2012 - 07:32 AM

I want to animate some synthetic video bits to fullscreen w/o tearing at a precise vertical HZ frequency. Can I set up D3D 9/10/11 in exclusive mode, and have it present a series of buffers that I'm writing to? I know how to copy system memory bits into a texture, then draw that texture as a fullscreen quad, but it seems like overkill. Why should I use the triangle rasterizer when I want to do something so simple?

I don't know what i'm doing, but all I want to do is set up a long (4-8 buffer) swapchain and set the bits of the back buffer that is about to be displayed. Or, I want to allocate 4-8 RenderTargets, and on each frame, copy the bits from system memory to the RenderTarget, then somehow, get that RenderTarget to display on the screen. I realize a RenderTarget is normally used to draw to as a pre-step then use it as a texture in a successive step.

Whatever the case, i want to blast system memory bits into "something that is about to be displayed next" and have D3D drawing one thing while I'm blasting bits to the next thing. I don't know why I should have to use the triangle rasterizer with so simple a task. I've never seen or heard about anybody doing this, but it seems it should be so dead simple!

thanks in advance...

Can I calculate 3 shadow maps at once in HLSL?

15 March 2012 - 10:23 AM

I need to calculate shadow maps for 3 lights at once. Instead of using 3 shadow maps, I'd like to calculate all of them in one pass, using one shadow map, each light stuffing it's depth value into a single R, G, or B channel. I know, this gives me only 256 bits of precision per channel. Is this even possible?

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