• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
haust

D3D11 effect and Deferred context

4 posts in this topic

Hello,

while learning Direct 3D 11 API It's seem to me that deferred context with multithreading are mandatory in order improve render perfomance (on systems with actual multithread support that is).

So after reading the documentation (create a deferred context, use it "as" the immediate one, finish it and get the result with a command list and then use the command list with the immediate context) I thought it would be easy to implement without threading involved in my basic framework as a first step.

(here comes the) But it seems that I've done something wrong since nothing is rendered. After more reads I've noticed that states in deferred context are not inherited from the immediate one (ok fine makes sense). However i'm using D3D11 effect framework and I don't know if how do it support deferred context.
I've seen, in the source code, that the framework uses a dirty-tag system to track modifcation and optimize cbuffer/resource/etxc updates. How does it suppose to work with a context that is always clean at the beginning on a render pass (with ClearState or FinishCommandList(TRUE, &pCommandList)) ??

I know that I WILL have to implement a specific shader framework but am I doing something wrong this the provided D3D11 effect framework ?? Did I misunderstood some point ??

Thank for any hint [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

haust.
0

Share this post


Link to post
Share on other sites
You could modify the effect framework to overwrite all state of the context when you determine that it is a deferred context. I don't remember if this behavior is already implemented in the official sources, though, but the modification itself would be relatively easy.
0

Share this post


Link to post
Share on other sites
Effects framework in DX11 is not thread safe, aka there are situations where you cannot use the same effect concurrently in multiple threads. These situations include updating constant buffers for example, nothing good happens when you try to update the same buffer at the same time from two different threads. I've tried using effects in deferred contexts, doesn't work well.

You have few options here, either make a copy of an effect for each thread you are going to use it on,do not use effects at all or use threading primitives like locks to control concurrent access to effects.

The problem with state is something I had to struggle with my self, as it seems that command lists generated from deferred contexts are "isolated", ie when you execute command lists on the immediate context after they are generated, the state does not continue from one to another.

Creating your own shader framework is what I have done, but it takes much more time than using effects.
1

Share this post


Link to post
Share on other sites
Thank for the replies,

After many tests I was suspecting that the effect framework was not adapted for deferred context.
May be I'm wrong but, as I already said and Corefanatic also confirmed it, a dedicated framework is the solution.

It'll be interesting to work on a shader framework.
Anyway using the D3D11 effects framework was a good experience because now I know what my needs are and how to design the new shader framework :)


haust.
0

Share this post


Link to post
Share on other sites
Well, I've just ran the application with D3D_DRIVER_TYPE_REFERENCE and everthing render fine....

The video card (nVidia Quadro NVS 295, driver 295.73, Windows 7 32 bits) with D3D_DRIVER_TYPE_HARDWARE doesn't seem to handle deferred context as intended.
Maybe I should try with another card just to be sure.

However that won't question the need of a dedicated shader/effect framework.


haust.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0