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3DModelerMan

Run DirectX 11 stream output without drawing

11 posts in this topic

How do you go about running a stream output shader without drawing anything to the screen? I want to use a geometry shader with stream output to skin my animated meshes, but the only way I know of to cause the geometry shader to execute is submitting a draw call. Is there any other way to execute the geometry shader so that I don't draw to the screen? The reason I'm doing it with stream output is because I'd rather incur the memory overhead of storing a deformed copy of the mesh, than the GPU overhead of having to calculate the deformation again for each rendering pass.

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I've also been considering using a compute shader to do skinning, but for now I'm just going to do stream out because I haven't written a compute framework in my engine yet.

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Interesting. That would save one shader stage (and hopefully gain performance). Don't forget to post your findings.

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I have a further question about SO. 

I was going to post a new topic but since this thread is "sort of" similar, I might as well ask here.

 

I basically want to voxelize my geometry. I was trying to by-pass the rasterization pipeline to do so as to avoid doing conservative rasterization by using the geometry shader. Instead I take all my objects vertices and indices, and for each object create an associated buffer of triangles.  I pass all these buffers into a kernel that creates my voxel grid datastructure.

 

Instead of pre-creating these buffers with triangles, I was thinking of rendering my scene regularly but streaming-out these triangles using an SO resource. What do I need to do to be able to use this resource in a compute kernel? Also is there a way to know how many elements are in an SO buffer?

 

Thank you.

Edited by french_hustler
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Interesting. That would save one shader stage (and hopefully gain performance). Don't forget to post your findings.

 

I will if I end up getting it working. I might have something worth writing an article about by the end of the summer, but I won't know until I've finished integrating the compute shaders, which given my engine architecture, could take some time.

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Hey unbird, thanks for your reply.

 

 

Edit: Is this for vanilla DX11 ? Because 11.1 allows writing to UAVs from every shader stage. You wouldn't even need stream out functionality.
 

 

You know, I recently bought a GTX 770 card that claims to support 11.2.  Scattered RW from any stage was one feature I really wanted on my new GPU.  Turns out NVIDIA does not support the full feature set. I do find it a bit misleading when the specifications fail to mention that it isn't a full support but "capable" of the 11.2 feature set.

Edited by french_hustler
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