• 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
lomateron

blending support on R32G32B32A32_UINT texture

1 post in this topic

I am creating a texture of this type R32G32B32A32_UINT and I am dividing it in my way to fill it with 16 (8-bit) uint numbers.

Then i am rendering to it various times. I need to add the value that each texel already has with the new rendered value, so i need the blending. Then when run my program it says in the output that blending isn't supported in those types of textures, but it says too that the shader output value will be interpreted as float bits wiout any data conversion. It says exactly this:

 

ERROR: ID3D10Device::DrawInstanced: The renderTarget bound to slot 0 has a format (R32G32B32A32_UINT) that does not support blending. The Pixel Shader output signature indicates this output could be written, and the Blend State indicates blending is enabled for this slot. [ EXECUTION ERROR #376: DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING]

WARNING: ID3D10Device::DrawInstanced: Pixel Shader output 'SV_Target0' has type that is NOT float, while the corresponding Output Merger RenderTarget slot [0] has blending enabled.  This happens to be well defined: the raw bits output from the shader will simply be interpreted as float bits in the blender without any data conversion.  This warning is to check that the application developer really intended to rely on this behavior. [ EXECUTION WARNING #415: DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH]

 

 

So I want to know if the blending still works. or the texture texel values are just replaced without blending.

 

If blending works, then, when adding floats binary, is it different from uints binary addition?

Edited by lomateron
0

Share this post


Link to post
Share on other sites

You can look here for the list of DXGI formats that support blending. As you'll see, none of the UINT formats are on that list. That second warning will only apply if you're using a blendable render target format, which you're not.

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