• 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
0x23

about Shader Arrays, Reflection and BindCount

1 post in this topic

Hi,

 

I have a question about DirectX 11. I wrote a shader containing an input array (RWTexture2D<float4> TextureOut[8]).

The shader reflection interface now tells me that there are 8 bind points with names like this

 

"TextureOut[0]"

"TextureOut[1]"

...

 

Since the D3D11_SHADER_INPUT_BIND_DESC structure contains a 'BindCount' field I had rather expected a single

resource binding with  the name 'TextureOut' and a BindCount of 8. Why do I get 8 seperate bindings with bind count 1 instead?

I now wonder what the BindCount field is actually for and in which scenario it is larger than one?

 

Can anyone demystify this aspect of directX for me? Unfortunately the documention isnt much of a help.

 

1

Share this post


Link to post
Share on other sites

Arrays of textures in shaders are really just a syntactical convenience, the underlying shader assembly doesn't actually have any support for them so the compiler just turns the array into N separate resource bindings. So it doesn't surprise me that the reflection interface would report it as N separate resource bindings, since that's essentially how you have to treat it on the C++ side of things.

It does seem weird that the BIND_DESC structure has a BindCount fieldthat suggests it would be used for cases like these, but I suppose it doesn't actually work that way. I wonder if that field actually gets used for anything.

2

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