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mrheisenberg

Member Since 13 Aug 2012
Offline Last Active May 26 2013 09:15 PM
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Posts I've Made

In Topic: DirectX "Blue" speculations

16 May 2013 - 10:31 AM

Is it normal to feel worried every time they announce a new API version?Like a primal fear of change or something huh.png Its like when people panicked about XNA's future.


In Topic: DirectX "Blue" speculations

16 May 2013 - 08:56 AM

It'll be probably be something to do with unified virtual memory > http://www.xbitlabs.com/news/graphics/display/20130412175120_Nvidia_Next_Generation_Maxwell_Architecture_Will_Break_New_Grounds.html

I just hope the code difference isn't like it was between dx9 and dx10, so it would be easier to port existing code to the new one and just set a feature level for backwards compatibility.


In Topic: Single big shader buffer for hardware instancing

16 April 2013 - 07:59 AM

That's why I changed it over to columns and it worked

oh I see, cause in your other post you specify #pragma pack_matrix( row_major )

I'll try to get it to work tonight when i can to see what happens


In Topic: GPU PerfStudio 2 - how to view HLSL code?

16 April 2013 - 03:23 AM

You have to compile the shader code with the debug flag passed in for HLSL to show up. If you are loading offline compiled shaders (as in loading the shader bytecode) you need to tell the offline compiler to generate debug symbols.

 

Did you create the device with the debug runtime enabled as well? You can force your application to run in debug in the DX control panel pages btw.

It turns out there's actually something wrong with the shader, but I can't pinpoint what.It compiles and binds, but when I release it afterwards it says Access violation executing location 0xFEEEFEEE, that's probably an indicator, that there's something wrong with the shader.Not sure how it passed compilation then...


In Topic: Single big shader buffer for hardware instancing

15 April 2013 - 11:54 PM

I only use a vertex buffer yes, not using instance buffer at all but giving it per instance transformations via a float4 buffer that holds these.
They're then accessed inside the shader using the instanceID.

Hm I tried to do the same as you to see how it compares to normal instancing, however nothing leaves the vertex shader.The Shader Debugger detects that the sphere goes in:
87adedad25e8a33b.pngHowever nothing gets rasterized.It can't be the view matrix, since it works on normal rendering, so it has to be something to do with the large buffer object.Did you ever experience such an issue?


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