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Jason Z

Member Since 04 Feb 2004
Offline Last Active Sep 03 2016 05:28 AM

Posts I've Made

In Topic: Noise Recalculation for Ambient Occlusion

03 September 2016 - 05:28 AM

I don't think there is much benefit to recalculating the random texture every frame.  If anything, you could calculate a random vector once per frame, and then rotate your sampled random vectors around, and you will get a similar effect. 


However, if you don't see any artifacts, and you are happy with how it looks, then whey would you be thinking of updating the texture every frame?

In Topic: Compiling Hlsl - Shaders In Vs 2013

13 August 2016 - 01:19 PM

I've never heard about stub file, just google'd and sounds interesting.

Though I don't have a clue yet on how to 'create' them :o


It is just an empty file with an include statement.  I haven't used it myself, but it should be a suitable solution for what you are trying to do...

In Topic: Resetting States In A Data-Driven Renderer

10 August 2016 - 07:24 PM

I never reset states.


Resetting states at the end of a rendering stage implies that the next rendering stage can make assumptions about what states are when going into it.  That seems very very dangerous.  Instead I have each rendering stage set all states required on entry.  If required I can easily add state filtering to this, so that only states which actually change are set; otherwise this kind of setup also behaves itself properly with deferred contexts in D3D11.

This!  I wrote a small blog post a while back about state monitoring, and you can check it out in Hieroglyph if you want to see a sample implementation.  Don't let your draw calls make any assumptions (it may even be a good idea to do testing where you intentionally set weirdo states...) and you will be happier when you start using deferred contexts and/or multithreaded draw call submission.

In Topic: Compiling Hlsl - Shaders In Vs 2013

10 August 2016 - 06:59 PM

You could create stub files (one for VS and one for PS) that simply include the combined shader.  That would allow you to set the MSBuild properties for each of the stub files accordingly, and would allow you to have control over the naming of each of the compiled output blobs. 


I'm actually investigating to do this with Hieroglyph in the near future, so if there are other solutions I would be happy to hear them as well!

In Topic: Directx And Multi-Platform Games

03 August 2016 - 04:50 PM

I'm not familiar with the Xenko Game Engine, but usually they just include two different renderers - a DirectX based one for Windows, and an OpenGL based one for Mac & Linux.  When they build for each platform, the appropriate renderer is linked against and it simply uses the right one automatically.