• Advertisement
Sign in to follow this  

OpenGL [Resolved]Emulate various graphic cards in DirectX

This topic is 4360 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey everyone, I'm trying to make my engine compatible with as wide a range of graphic cards as possible, so I need to test them by emulating various caps and shader versions. Is there any application that lets me emulate a gfx card for directx? I found NVEmulate, but that is only for OpenGL and it still let me compile and run a parallax mapping shader on emulated NV1x hardware. Thanks :) [Edited by - CadeF on March 14, 2006 4:42:01 AM]

Share this post


Link to post
Share on other sites
Advertisement
Use the reference rasterizer, although it is painfully slow, it supports all of Direct3D's features.

Share this post


Link to post
Share on other sites
hi,

I think that if you cannot have the cards at your hand (even by buying or borrowing from a friend from a PC shop), then the best you can do is:

solution 1. create a class that makes a layer above the caps structure. in a normal situation, it should query the caps and provide you functions to get the values you are interested in. when you want to test your engine with different caps, then you should crate another class with the same interface (or modify the existing) so that it gives you the values of the card that you wanna emulate.

solution 2. create a demo of your app, and post a link here. kindly ask people to test it on their hardware and post the results in your thred. I can recall others did this before and received many feedback!

half-solution 3. if you want to try your shaders only (whether they'll compile to a given shader model or card) then use the command line fxc , and NVShaderPerf, they accept shader model and chip type as command line parameters.

kp

Share this post


Link to post
Share on other sites
Thanks, I think I'll try solution 2, once I make a proper benchmark. I'm thinking something like a fixed flyby, which outputs the results in a .txt file, including a graph.

I'll get back to you, so be sure to check my demo. ;)

Share this post


Link to post
Share on other sites
Quote:
Original post by kovacsp
hi,

solution 1. create a class that makes a layer above the caps structure. in a normal situation, it should query the caps and provide you functions to get the values you are interested in. when you want to test your engine with different caps, then you should crate another class with the same interface (or modify the existing) so that it gives you the values of the card that you wanna emulate.

kp


This Tool contains a plugin that allows to change the caps that are reported to the game without change the game source code at all.

Share this post


Link to post
Share on other sites
Quote:
Original post by Demirug
This Tool contains a plugin that allows to change the caps that are reported to the game without change the game source code at all.


hey, this is a much more elegant way! thanks for showing it!

kp

Share this post


Link to post
Share on other sites
At least it was a shameless plug because I am the lead developer for this thing. But as we don’t sell it I believe it was OK.

As soon as I have some time I will add a option to select the caps for know cards to make it more comfortable.

CadeF, be careful this plugin only change the caps that are reported. It does not check if your app does use anything that is not supported depending on these caps. We are working on another tool for this that records the D3D commands from your App and generate a list of caps that are required to execute it and compare this with a database that contains different GPU. But it isn’t even in a beta state yet.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By LifeArtist
      Good Evening,
      I want to make a 2D game which involves displaying some debug information. Especially for collision, enemy sights and so on ...
      First of I was thinking about all those shapes which I need will need for debugging purposes: circles, rectangles, lines, polygons.
      I am really stucked right now because of the fundamental question:
      Where do I store my vertices positions for each line (object)? Currently I am not using a model matrix because I am using orthographic projection and set the final position within the VBO. That means that if I add a new line I would have to expand the "points" array and re-upload (recall glBufferData) it every time. The other method would be to use a model matrix and a fixed vbo for a line but it would be also messy to exactly create a line from (0,0) to (100,20) calculating the rotation and scale to make it fit.
      If I proceed with option 1 "updating the array each frame" I was thinking of having 4 draw calls every frame for the lines vao, polygons vao and so on. 
      In addition to that I am planning to use some sort of ECS based architecture. So the other question would be:
      Should I treat those debug objects as entities/components?
      For me it would make sense to treat them as entities but that's creates a new issue with the previous array approach because it would have for example a transform and render component. A special render component for debug objects (no texture etc) ... For me the transform component is also just a matrix but how would I then define a line?
      Treating them as components would'nt be a good idea in my eyes because then I would always need an entity. Well entity is just an id !? So maybe its a component?
      Regards,
      LifeArtist
    • By QQemka
      Hello. I am coding a small thingy in my spare time. All i want to achieve is to load a heightmap (as the lowest possible walking terrain), some static meshes (elements of the environment) and a dynamic character (meaning i can move, collide with heightmap/static meshes and hold a varying item in a hand ). Got a bunch of questions, or rather problems i can't find solution to myself. Nearly all are deal with graphics/gpu, not the coding part. My c++ is on high enough level.
      Let's go:
      Heightmap - i obviously want it to be textured, size is hardcoded to 256x256 squares. I can't have one huge texture stretched over entire terrain cause every pixel would be enormous. Thats why i decided to use 2 specified textures. First will be a tileset consisting of 16 square tiles (u v range from 0 to 0.25 for first tile and so on) and second a 256x256 buffer with 0-15 value representing index of the tile from tileset for every heigtmap square. Problem is, how do i blend the edges nicely and make some computationally cheap changes so its not obvious there are only 16 tiles? Is it possible to generate such terrain with some existing program?
      Collisions - i want to use bounding sphere and aabb. But should i store them for a model or entity instance? Meaning i have 20 same trees spawned using the same tree model, but every entity got its own transformation (position, scale etc). Storing collision component per instance grats faster access + is precalculated and transformed (takes additional memory, but who cares?), so i stick with this, right? What should i do if object is dynamically rotated? The aabb is no longer aligned and calculating per vertex min/max everytime object rotates/scales is pretty expensive, right?
      Drawing aabb - problem similar to above (storing aabb data per instance or model). This time in my opinion per model is enough since every instance also does not have own vertex buffer but uses the shared one (so 20 trees share reference to one tree model). So rendering aabb is about taking the model's aabb, transforming with instance matrix and voila. What about aabb vertex buffer (this is more of a cosmetic question, just curious, bumped onto it in time of writing this). Is it better to make it as 8 points and index buffer (12 lines), or only 2 vertices with min/max x/y/z and having the shaders dynamically generate 6 other vertices and draw the box? Or maybe there should be just ONE 1x1x1 cube box template moved/scaled per entity?
      What if one model got a diffuse texture and a normal map, and other has only diffuse? Should i pass some bool flag to shader with that info, or just assume that my game supports only diffuse maps without fancy stuff?
      There were several more but i forgot/solved them at time of writing
      Thanks in advance
    • By RenanRR
      Hi All,
      I'm reading the tutorials from learnOpengl site (nice site) and I'm having a question on the camera (https://learnopengl.com/Getting-started/Camera).
      I always saw the camera being manipulated with the lookat, but in tutorial I saw the camera being changed through the MVP arrays, which do not seem to be camera, but rather the scene that changes:
      Vertex Shader:
      #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; out vec2 TexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0f); TexCoord = vec2(aTexCoord.x, aTexCoord.y); } then, the matrix manipulated:
      ..... glm::mat4 projection = glm::perspective(glm::radians(fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); ourShader.setMat4("projection", projection); .... glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); ourShader.setMat4("view", view); .... model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f)); ourShader.setMat4("model", model);  
      So, some doubts:
      - Why use it like that?
      - Is it okay to manipulate the camera that way?
      -in this way, are not the vertex's positions that changes instead of the camera?
      - I need to pass MVP to all shaders of object in my scenes ?
       
      What it seems, is that the camera stands still and the scenery that changes...
      it's right?
       
       
      Thank you
       
    • By dpadam450
      Sampling a floating point texture where the alpha channel holds 4-bytes of packed data into the float. I don't know how to cast the raw memory to treat it as an integer so I can perform bit-shifting operations.

      int rgbValue = int(textureSample.w);//4 bytes of data packed as color
      // algorithm might not be correct and endianness might need switching.
      vec3 extractedData = vec3(  rgbValue & 0xFF000000,  (rgbValue << 8) & 0xFF000000, (rgbValue << 16) & 0xFF000000);
      extractedData /= 255.0f;
    • By Devashish Khandelwal
      While writing a simple renderer using OpenGL, I faced an issue with the glGetUniformLocation function. For some reason, the location is coming to be -1.
      Anyone has any idea .. what should I do?
  • Advertisement