• 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
Anfaenger

Best way to pass material parameters to shaders

3 posts in this topic

How do you pass material parameters such as floating-point uniforms to shader programs?

|

In most engines they query locations of each uniform (by name/semantic) and set them one by one

(e.g. UpdateUniform( int buffer, int offset, const void* data, int size)).

|

Each uniform, or constant buffer has a shadow copy in sysmem an 'isDirty' flag to skip reuploading unchanged data to videomem.

 

Wouldn't it be better to have inside the material a parameter blob for just memcpy()ing to entire uniform buffer

(the blob format matches the shader constant buffer layout)? But it won't be possible for modders to assign new shaders to existing materials, right?

 

0

Share this post


Link to post
Share on other sites
I've worked with more than one engine, where in normal usage, the engine spent 25-50% of the main thread's time on setting individual uniform values... So, I much prefer using the simplest possible method, which yes, is blobs of bytes.

I think about uniforms in two types - ones that are set by the game/engine with different values over time, and ones that are set by artists when they create their material but do not change after.
For the first group, yes you have to standardize the layout. The shaders can be replaced/modified as long as people are aware of the layouts that have to used to receive engine-generated data.
For the second group, any layout at all can be used. I precompile material files into blobs of bytes at data-build time. If either a material or a shader is modified, you've just got to run the data compiler again.
2

Share this post


Link to post
Share on other sites

1) Do you create separate immutable constant buffers (ID3D11Buffer*) for each material instance (StateGroup in your terminology from other thread) during loading?

(if i understand you correctly, material parameters defined by artists don't change at runtime so the CBs can be simply bound to slots without costly updating.)

 

2) How is your StateGroup structure defined in code?

 How do you resolve pointers to graphics resources when loading StateGroups?

 Does your low-level platform-independent graphics layer have functions like UpdateConstantBuffer(), SetConstantBuffers(), SetSamplers(), SetTextures() ?

 

mine goes like this:

 

// shader dependencies
struct rsShaderPass
{

TBuffer< HUniformBuffer > CBsItems; // handles to constant buffers
UINT16 CBsStart;

TBuffer< HSamplerState > SSsItems; // handles to sampler states
UINT16 SSsStart;

TBuffer< HShaderResource > SRsItems; // handles to shader resources
UINT16 SRsStart;  

// metadata for resolving shader dependencies (@todo: get rid of this crap)
rsShaderPassInfo	meta;

};

 

 

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