• Advertisement
Sign in to follow this  

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

This topic is 3822 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