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sepul

Member Since 20 Jul 2004
Offline Last Active Jan 22 2014 08:53 AM

Topics I've Started

(X)SSetConstantBuffers1 - no luck?

02 November 2013 - 11:48 AM

Hi,

I need to use some limited functionality of d3d11.1 under win7, but so far I had no luck

I've installed the win7 platform update and win8 sdk. Here's a snippet that I acquire d3d11.1 device :

dxhr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, dev_flags,  
    NULL, 0, D3D11_SDK_VERSION, &dev, &ft_level, &ctx);  
ID3D11Device1* dev1;  
dxhr = dev->QueryInterface(__uuidof(ID3D11Device1), (void**)&dev1);  
dev->Release()  
D3D_FEATURE_LEVEL ft_level = dev1->GetFeatureLevel()  
...

The d3d11.1 objects are valid and working, but I can't use any d3d11.1 specific feature. The structure returned by CheckFeatureLevel(D3D11_FEATURE_D3D11_OPTIONS) is all FALSE and I can't run any d3d11.1 APIs without error (or d3d-debug complains)

For example my application is something like glMapBufferRange and glBindBufferRange on DX. (which existed since GL3), so I guess it's just a API/driver issue and doesn't rely on d3d11.1 hardware requirements.

 

But the support in the D3D11_FEATURE_D3D11_OPTIONS is not there and calling VSSetConstantBuffers1 leads to d3d complain "This current driver does not support constant buffer offsets"

 

In the d3d document for VSSetConstantBuffers it says: "This feature is always available on new drivers for feature level 10 and higher"

 

So, Am I missing something in the API ? or it's just lazy drivers from AMD ? (I'm using latest Catalyst 13.9 drivers on 5750 card)

 

 

 

 

 

 


pymdWiki: Document generation tool from markdown files

08 August 2013 - 06:03 AM

pymdWiki: Document generation tool from markdown files

 

Tried to find a good solution to generate/publish wiki from offline markdown files, didn't find anything useful so I've created this tool for this purpose

You just write markdown documents, run this program on the root directory of documentation files (.md), pick a theme, and it will generate html files out of them. Optionally you can specify an ftp server, the generated files will be uploaded to the ftp automatically.

 

Here's some features:

  • Recursive directory processing of .md files 
  • Preserves links and images
  • Themes with JSON config files
  • Automatic Table of contents (TOC) generation
  • Lightweight command line multi-platform program (written in python)

 

For more info about usage visit project page, windows binaries are also available in Downloads section for those who don't want to bother with python.

 

I've developed this for my other open-source project wiki, but here's a simple test that is generated with this program:

http://hmrengine.com/tmp/main.html

 

 


Problem with Sampling TextureArray (Depth format)

04 March 2013 - 11:48 AM

I'm rather a GL newbie, trying to port my d3d code to GL, but so far my experiment was far from pleasant..

My new problem is accessing depth (internal format) texture array in the shader and writing it to some output.

My hardware is GL4.2 (AMD 5750) 

And here is the screenshot of the whole thing in PerfStudio frame debugger:

 

texarr-shot1.png

 

As you can see, in the fragment shader, FS[0] (the only texture binded) is is GL_DEPTH_COMPONENT binded to sampler2DArray, I just fetch the first array slice and put it in first RT (RT[0]) but the result is always zero. I even tried fetching texture with texelFetch and the result is the same. I also included the shot of the source texture array info. the shots are pretty self explanatory.

 

texarr-shot2.png

 

What am I doing wrong here ?

thx 

 


dark-hammer: open-source 3d game engine

02 October 2012 - 11:18 AM

(pasted from my devblog)

I’m working on a new hobby project called dark-hammer engine, which is essentially derived from my previous project, hmrengine (vapor-ware!). It is written in C language (C99) and the source is also public. Using BSD license.
Currently the source is at early stage – version 0.1.0 – but it is multi-platform, working in both linux/windows OSes and both OpenGL3.0+ and DirectX11 APIs. Most of the engine code and algorithms will be derived from hmrengine project.
Source is hosted on bitbucket.org with mercurial version control system.
Hopefully, after some time it will attract developers, so here is some useful links for developers interested in the project, will be glad if anybody wants to join/or just check it out:

Forums – http://www.hmrengine.com/forums/
Wiki – https://bitbucket.or...ammer/wiki/Home
Source – https://bitbucket.or...dark-hammer/src
Binary samples – https://bitbucket.or...ammer/downloads
Project home – https://bitbucket.or...ul/dark-hammer/
Developer blog – http://www.hmrengine.com/blog/

Bilateral Upsample theory

21 December 2011 - 03:31 AM

I have implemented bilateral upsample but I'm skeptical of it, because I couldn't understand it's concept especially where they describe the sampling part in the papers
For each pixel I get four samples of normal and four samples of depth from 1/2 buffer, and one sample of normal and depth from 1/1 texture, also four samples of color from 1/2 buffer to multiply by weights and calculate the final color.
My sampling kernel (for sampling 1/2 buffer) looks like this :

		static const float2 kernel[4] = {
			float2(-0.5f, -0.5f),		// 0
			float2(0.5, -0.5f),		// 1
			float2(-0.5f, 0.5f),		// 2
			float2(0.5f, 0.5f),		// 3
		};

But in mixed resolution rendering paper, it described it a little bit different and used billinear weights and seems like he does four samples for 1/1 buffer which I couldn't understand.
could someone make this more clear for me please ?

thanks

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