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    • By Jason Smith
      While working on a project using D3D12 I was getting an exception being thrown while trying to get a D3D12_CPU_DESCRIPTOR_HANDLE. The project is using plain C so it uses the COBJMACROS. The following application replicates the problem happening in the project.
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      mov  qword ptr [rdx],rax
      which seems odd since rdx doesn't appear to be used. Any help would be greatly appreciated. Thank you.
       
    • By lubbe75
      As far as I understand there is no real random or noise function in HLSL. 
      I have a big water polygon, and I'd like to fake water wave normals in my pixel shader. I know it's not efficient and the standard way is really to use a pre-calculated noise texture, but anyway...
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    • By turanszkij
      Hi,
      I finally managed to get the DX11 emulating Vulkan device working but everything is flipped vertically now because Vulkan has a different clipping space. What are the best practices out there to keep these implementation consistent? I tried using a vertically flipped viewport, and while it works on Nvidia 1050, the Vulkan debug layer is throwing error messages that this is not supported in the spec so it might not work on others. There is also the possibility to flip the clip scpace position Y coordinate before writing out with vertex shader, but that requires changing and recompiling every shader. I could also bake it into the camera projection matrices, though I want to avoid that because then I need to track down for the whole engine where I upload matrices... Any chance of an easy extension or something? If not, I will probably go with changing the vertex shaders.
    • By NikiTo
      Some people say "discard" has not a positive effect on optimization. Other people say it will at least spare the fetches of textures.
       
      if (color.A < 0.1f) { //discard; clip(-1); } // tons of reads of textures following here // and loops too
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      MSN>
      discard: Do not output the result of the current pixel.
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      <MSN

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    • By NikiTo
      I have a problem. My shaders are huge, in the meaning that they have lot of code inside. Many of my pixels should be completely discarded. I could use in the very beginning of the shader a comparison and discard, But as far as I understand, discard statement does not save workload at all, as it has to stale until the long huge neighbor shaders complete.
      Initially I wanted to use stencil to discard pixels before the execution flow enters the shader. Even before the GPU distributes/allocates resources for this shader, avoiding stale of pixel shaders execution flow, because initially I assumed that Depth/Stencil discards pixels before the pixel shader, but I see now that it happens inside the very last Output Merger state. It seems extremely inefficient to render that way a little mirror in a scene with big viewport. Why they've put the stencil test in the output merger anyway? Handling of Stencil is so limited compared to other resources. Does people use Stencil functionality at all for games, or they prefer discard/clip?

      Will GPU stale the pixel if I issue a discard in the very beginning of the pixel shader, or GPU will already start using the freed up resources to render another pixel?!?!



       
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DX12 [D3D12] Targeting a laptops Nvidia and Integrated chip

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I searched for this on forum, but my internet connection is garbage and my lunch break is coming to an end quickly.

 

I have started playing around with DX12, but have run into a problem that I do my development on a laptop that has both an integrated GPU and an NVidia card.  By default the compiled code runs on the integrated chip, but I can force it to run on the NVidia.

 

There are a lot of articles out there stating that DX 12 should be able to use both simultaneously, has anyone encountered an example that details this specifically.  I believe the "Mini-Engine" at GitHub may hint to how to do it, but I keep getting lost in all the additional code.

 

Any insight would be appreciated, Thanks!

 

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What you're talking about doing is writing an application that uses the Multi-Adapter functionality added to D3D12. Specifically, since you mentioned one NVIDIA and one Intel GPU, it's Heterogeneous Multi-Adapter (two or more GPUs of different designs).

 

There's a Heterogeneous Multi-adapter sample here: https://github.com/Microsoft/DirectX-Graphics-Samples/tree/master/Samples/Desktop/D3D12HeterogeneousMultiadapter

 

There is no switch you can flip that will make this 'just work', it needs to be thought about and designed into the application. I don't think MiniEngine has any multi-adapter code in it yet, although it wouldn't surprise me if it wasn't added some time in the future.

Edited by Adam Miles

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Thanks!

 

I figured it would require to be planned and implemented in at a foundation level of the code, and wanted to try to figure out as quickly as possible how to do it.

 

Will check out the provided example.

 

Thanks again

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