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Member Since 29 Mar 2012
Offline Last Active Nov 20 2015 06:25 AM

Posts I've Made

In Topic: Limits on where texture resources can be accessed?

21 October 2015 - 01:49 AM

Ok thanks - I think I'll just try myself then rolleyes.gif

In Topic: Limits on where texture resources can be accessed?

20 October 2015 - 03:36 AM

If you're using the D3DX compilation functions, then the version of the shader compiler that you're using is a few versions out-of-date (d3dcompiler_43.dll). The Windows 8.0 SDK introduced d3dcompiler_46 and d3dcompiler_47, while the Windows 10 SDK includes the latest version (which is confusingly also named d3dcompiler_47.dll).


Related question, are there any known compiling performance gains (or disadvantages) when using the newer version of the compiler? Or in other words, in case that several of those versions do work as expected, which would be the fastest (in terms of compilation times)?

In Topic: D3DCOMPILER_47.dll ?

16 February 2015 - 04:50 AM

I've definitely ran into some cases where the old _43 compiler would take minutes to compile a complex compute shader, and would take only a few seconds with _46 or _47.


Thanks, I've just tested it. No difference for non-compute shaders (at least in my case), unfortunately.

In Topic: D3DCOMPILER_47.dll ?

11 February 2015 - 07:16 AM

On a related topic, does bring D3DCOMPILER_47.dll any performance or memory benefits over the _43 version?

In Topic: Convert view space to world space issues

19 November 2014 - 04:23 AM

Hey guys, just wanted to let those who tried to help me know that the issue has been solved - my code was right, it was the engine (host application) delivering wrong matrices under certain conditions.


So everything's fine now, thanks again for your help :)