• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • 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.
      #define COBJMACROS #pragma warning(push, 3) #include <Windows.h> #include <d3d12.h> #include <dxgi1_4.h> #pragma warning(pop) IDXGIFactory4 *factory; ID3D12Device *device; ID3D12DescriptorHeap *rtv_heap; int WINAPI wWinMain(HINSTANCE hinst, HINSTANCE pinst, PWSTR cline, int cshow) { (hinst), (pinst), (cline), (cshow); HRESULT hr = CreateDXGIFactory1(&IID_IDXGIFactory4, (void **)&factory); hr = D3D12CreateDevice(0, D3D_FEATURE_LEVEL_11_0, &IID_ID3D12Device, &device); D3D12_DESCRIPTOR_HEAP_DESC desc; desc.NumDescriptors = 1; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; desc.NodeMask = 0; hr = ID3D12Device_CreateDescriptorHeap(device, &desc, &IID_ID3D12DescriptorHeap, (void **)&rtv_heap); D3D12_CPU_DESCRIPTOR_HANDLE rtv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_heap); (rtv); } The call to ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart throws an exception. Stepping into the disassembly for ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart show that the error occurs on the instruction
      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...
      Does anyone have any quick and dirty HLSL shader code that fakes water normals, and that doesn't look too repetitious? 
    • 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
      Some people say that "discard" will only mask out the output of the pixel shader, while still evaluates all the statements after the "discard" instruction.

      MSN>
      discard: Do not output the result of the current pixel.
      clip: Discards the current pixel..
      <MSN

      As usual it is unclear, but it suggests that "clip" could discard the whole pixel(maybe stopping execution too)

      I think, that at least, because of termal and energy consuming reasons, GPU should not evaluate the statements after "discard", but some people on internet say that GPU computes the statements anyways. What I am more worried about, are the texture fetches after discard/clip.

      (what if after discard, I have an expensive branch decision that makes the approved cheap branch neighbor pixels stall for nothing? this is crazy)
    • 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?!?!



       
  • Advertisement
  • Advertisement
Sign in to follow this  

DX12 Good Directx Books

This topic is 645 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I picked up Frank Luna's DirectX 12 book a month ago but to be honest I am finding graphics programming hard as hell. I covered everything upto the Drawing part but the book skips over a lot of the code after a while leaving me clueless on how to even initialize directx. I did look at the code samples provided but he uses his own framework which can make things complicated and hard to understand. I CAN'T EVEN ENABLE 4X MSAA without running into an error. I was expecting it to walk you through making your own engine step by step making yourself code but instead it just covers a little code and hands you all the code in the form of samples. Some of the topics like Shadow Mapping are very well explained but when it comes to implementation he does it all through his framework which confuses the hell out of me and makes it hard to implement myself. Could someone recommend any other books to try or maybe graphics programming isn't for me... 

Share this post


Link to post
Share on other sites
Advertisement

Thanks for the reply, I think I will start learning how to use DirectX 11 first now. I actually have read a lot of the posts on https://mynameismjp.wordpress.com/ in particular my favorite is the depth of field one. I used to look at a lot of siggraph and GDC presentations on a lot of techniques (one of the top of my head is physically based rendering by DICE) just to pass the time. I actually did try to use a similar approach with my engine (as I was torturing myself to make) which seems to be the right way of doing it. I will check out all of those books online right now. 

Share this post


Link to post
Share on other sites
My share;
- pick up a copy of Luna's d3d11 book, it's likely to be better doable for you then the d3d12 one (no offense, same goes for me)
- for some good, and even more important, practical HLSL effects, I suggest the HLSL cookbook (also d3d11)

Share this post


Link to post
Share on other sites

I borrowed the d3d11 book from a friend but other than the very well explained topics and explanations of (for example shadow mapping) implementation was a pain for me as a beginner.  Practical Rendering and Computation with Direct3D 11 seems to be the right book for me because based on the previews of the book it goes over everything I had a hard time with in Luna's book. 

Share this post


Link to post
Share on other sites
- for some good, and even more important, practical HLSL effects, I suggest the HLSL cookbook (also d3d11)

 

 

Have they released a new version with better editing?  I tried reading through it, and there's some very good technical content, but damn, I have to wonder if a proofreader got anywhere near it before they sent it to the printing presses, based on my copy.

 

A quick, free ebook is the SyncFusion Direct3D Succinctly.  It's a little quick and dirty, but may help getting familiar before tackling a more in-depth book like Luna's or Practical Rendering and Computation with Direct3D.  One thing that hasn't really aged well with Luna's book is that he uses the Effects framework, which isn't really maintained any more and has fallen out of vogue (as far as I can tell), instead of using shaders directly.

Edited by ericrrichards22

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement