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Alessandro Pozzer

DX12 Fractals trees [DirectX 12]

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    • By nbertoa
      I want to implement anti-aliasing in BRE, but first, I want to explore what it is, how it is caused, and what are the techniques to mitigate this effect. That is why I am going to write a series of articles talking about rasterization, aliasing, anti-aliasing, and how I am going to implement it in BRE.
      Article #1: Rasterization
      All the suggestions and improvements are very welcome! I will update this posts with new articles
    • By mark_braga
      I am working on optimizing barriers in our engine but for some reason can't wrap my head around split barriers.
      Lets say for example, I have a shadow pass followed by a deferred pass followed by the shading pass. From what I have read, we can put a begin only split barrier for the shadow map texture after the shadow pass and an end only barrier before the shading pass. Here is how the code will look like in that case.
      DrawShadowMapPass(); ResourceBarrier(BEGIN_ONLY, pTextureShadowMap, SHADER_READ); DrawDeferredPass(); ResourceBarrier(END_ONLY, pTextureShadowMap, SHADER_READ); // Uses shadow map for shadow calculations DrawShadingPass(); Now if I just put one barrier before the shading pass, here is how the code looks.
      DrawShadowMapPass(); DrawDeferredPass(); ResourceBarrier(NORMAL, pTextureShadowMap, SHADER_READ); // Uses shadow map for shadow calculations DrawShadingPass(); Whats the difference between the two?
      Also if I have to use the render target immediately after a pass. For example: Using the albedo, normal textures as shader resource in the shading pass which is right after the deferred pass. Would we benefit from a split barrier in this case?
      Maybe I am completely missing the point so any info on this would really help. The MSDN doc doesn't really help. Also, I read another topic 
      but it didn't really help either. 
    • By ZachBethel
      I'm reading through the Microsoft docs trying to understand how to properly utilize aliasing barriers to alias resources properly.
      "Applications must activate a resource with an aliasing barrier on a command list, by passing the resource in D3D12_RESOURCE_ALIASING_BARRIER::pResourceAfter. pResourceBefore can be left NULL during an activation. All resources that share physical memory with the activated resource now become inactive or somewhat inactive, which includes overlapping placed and reserved resources."
      If I understand correctly, it's not necessary to actually provide the pResourceBefore* for each overlapping resource, as the driver will iterate the pages and invalidate resources for you. This is the Simple Model.
      The Advanced Model is different:
      Advanced Model
      The active/ inactive abstraction can be ignored and the following lower-level rules must be honored, instead:
      An aliasing barrier must be between two different GPU resource accesses of the same physical memory, as long as those accesses are within the same ExecuteCommandLists call. The first rendering operation to certain types of aliased resource must still be an initialization, just like the Simple Model. I'm confused because it looks like, in the Advanced Model, I'm expected to declare pResourceBefore* for every resource which overlaps pResourceAfter* (so I'd have to submit N aliasing barriers). Is the idea here that the driver can either do it for you (null pResourceBefore) or you can do it yourself? (specify every overlapping resource instead)? That seems like the tradeoff here.
      It would be nice if I can just "activate" resources with AliasingBarrier (NULL, activatingResource) and not worry about tracking deactivations.  Am I understanding the docs correctly?
      Thanks.
    • By amadeus12
      I'm building my own tool, it's 'jobless.0.3'
      I'm parsed objects and write it in my style  and save it.
      the model file it self is no problem. I think the mode is problem.
      I saw uv coordinates is more than 1.
      what kind of sampler state I should use?
      this is my format below
      vertex
      {
      p:0.000000,0.100000,4.500000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:0.000000,0.937500;
      p:24.000000,0.100000,4.500000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:2.000000,0.937500;
      p:0.000000,0.100000,2.890000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:0.000000,1.138750;
      p:24.000000,0.100000,2.890000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:2.000000,1.138750;
      p:0.000000,0.000000,-2.880000 n:-0.000000,0.099504,0.995037 t:1.000000,0.000000,0.000000 u:-0.000023,1.859195;
      p:24.000000,0.000000,-2.880000 n:-0.000000,0.099504,0.995037 t:1.000000,0.000000,0.000000 u:1.999977,1.859195;
      p:0.000000,0.100000,-2.890000 n:-0.000000,0.099504,0.995037 t:1.000000,0.000000,0.000000 u:-0.000023,1.871758;
      p:24.000000,0.100000,-2.890000 n:-0.000000,0.099504,0.995037 t:1.000000,0.000000,0.000000 u:1.999977,1.871758;
      p:24.000000,0.000000,2.880000 n:-0.000000,0.099504,-0.995037 t:1.000000,0.000000,-0.000000 u:2.000005,1.140554;
      p:0.000000,0.000000,2.880000 n:-0.000000,0.099504,-0.995037 t:1.000000,0.000000,-0.000000 u:0.000006,1.140554;
      p:24.000000,0.100000,2.890000 n:-0.000000,0.099504,-0.995037 t:1.000000,0.000000,-0.000000 u:2.000005,1.127992;
      p:0.000000,0.100000,2.890000 n:-0.000000,0.099504,-0.995037 t:1.000000,0.000000,-0.000000 u:0.000006,1.127992;
      p:24.000000,0.100000,-4.500000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:2.000000,2.062500;
      p:0.000000,0.100000,-4.500000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:0.000000,2.062500;
      p:24.000000,0.100000,-2.890000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:2.000000,1.861250;
      p:0.000000,0.100000,-2.890000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:0.000000,1.861250;
      p:24.000000,0.000000,-2.880000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:2.000000,1.860000;
      p:0.000000,0.000000,-2.880000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:0.000000,1.860000;
      p:24.000000,0.000000,2.880000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:2.000000,1.140000;
      p:0.000000,0.000000,2.880000 n:0.000000,1.000000,-0.000000 t:1.000000,0.000000,0.000000 u:0.000000,1.140000;
      }
      indice
      {
      0 1 2 
      2 1 3 
      4 5 6 
      6 5 7 
      8 9 10 
      10 9 11 
      12 13 14 
      14 13 15 
      16 17 18 
      18 17 19 
      }
      texture
      {
      diffuse :Road05.jpeg
      normal :Road05_NORM.png
      }
      effect :normal
      bufferkey :road
       
      look it's 2.0000000 and 1.86
      it's more than 1.
      and I using default samplerstate which is wrap mode.
      I think this is the problem then what adrress mode should I use?
       
      this is picture

      other model fine. it's parsed same parser that i made.
      road image only.

    • By piluve
      Hello!
      Jumping from one bug the the next .
      I wonder, If having the same descriptor table is a bad idea or if it should be avoided? In my rendering code, I'm only using one command list (graphics), depending if the current call is a Draw* or a Dispatch, I set the Descriptor table with SetComputeRootDescriptorTable or with SetGraphicsRootDescriptorTable.  
      I'm asking this because I encountered a bug where, if I perform a draw call in between some compute, the following compute work will be all messed up and not working properly. This problem may not be related at all with the main question (I think there is something going on with my depth buffer).
      Thanks!
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