Jump to content
  • Advertisement
Sign in to follow this  
51mon

Is it possible to change targets on the GPU side? [DX10]

This topic is 4154 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

When performing custom mipmapping in DX9 I had to change the render targets between every pass in CPU code. Is this still the case in DX10 or can I reduce the CPU->GPU calls? I was thinking that there might be some way to declare the targets inside the fx-file, especially since the target texture is the same for all passes. Thanks [Edited by - 51mon on August 2, 2007 4:54:57 AM]

Share this post


Link to post
Share on other sites
Advertisement
I'm not entirely sure I follow what you're trying to describe. D3D10 allows the use of render target arrays that you can control in a shader via system interpretted values, but that's it - any other RT switching is going to be done via the same approach you've used under D3D9.

hth
Jack

Share this post


Link to post
Share on other sites
Quote:
Original post by jollyjeffers
I'm not entirely sure I follow what you're trying to describe. D3D10 allows the use of render target arrays that you can control in a shader via system interpretted values, but that's it - any other RT switching is going to be done via the same approach you've used under D3D9.

hth
Jack


Ok, but I have to create a different view for every level I want to write on and do the switching with CPU->GPU calls?

Share this post


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

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!