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Meltac

Member Since 29 Mar 2012
Offline Last Active Jun 07 2016 02:11 AM

Posts I've Made

In Topic: Detection of blurred vs. sharp image areas (in-focus/out-of-focus distinction)

02 June 2016 - 04:28 PM

Thanks so far guys.

 

I've read that some guys used derivatives (e.g. the third derivative) to detect blur / sharpness.

 

Anyone knows how to implement a derivative / derivation in HLSL?


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using the D3DX compilation functions, then the version of the shader compiler that you're using is a few versions out-of-date (d3dcompiler_43.dll).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?


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