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• ### Similar Content

• By Krypt0n
Finally the ray tracing geekyness starts:
https://blogs.msdn.microsoft.com/directx/2018/03/19/announcing-microsoft-directx-raytracing/

https://www.remedygames.com/experiments-with-directx-raytracing-in-remedys-northlight-engine/

• vkQueuePresentKHR is busy waiting - ie. wasting all the CPU cycles while waiting for vsync. Expected, sane, behavior would of course be akin to Sleep(0) till it can finish.
Windows 7, GeForce GTX 660.
Is this a common problem? Is there anything i can do to make it behave properly?
• By lubbe75
What is the best practice when you want to draw a surface (for instance a triangle strip) with a uniform color?
At the moment I send vertices to the shader, where each vertice has both position and color information. Since all vertices for that triangle strip have the same color I thought I could reduce memory use by sending the color separate somehow. A vertex could then be represented by three floats instead of seven (xyz instead of xys + rgba).
Does it make sense? What's the best practice?

• Hey all,
I'm trying to understand implicit state promotion for directx 12 as well as its intended use case. https://msdn.microsoft.com/en-us/library/windows/desktop/dn899226(v=vs.85).aspx#implicit_state_transitions
I'm attempting to utilize copy queues and finding that there's a lot of book-keeping I need to do to first "pre-transition" from my Graphics / Compute Read-Only state (P-SRV | NP-SRV) to Common, Common to Copy Dest, perform the copy on the copy command list, transition back to common, and then find another graphics command list to do the final Common -> (P-SRV | NP-SRV) again.
With state promotion, it would seem that I can 'nix the Common -> Copy Dest, Copy Dest -> Common bits on the copy queue easily enough, but I'm curious whether I could just keep all of my "read-only" buffers and images in the common state and effectively not perform any barriers at all.
This seems to be encouraged by the docs, but I'm not sure I fully understand the implications. Does this sound right?
Thanks.
• By NikiTo
I need to share heap between RTV and Stencil. I need to render to a texture and without copying it(only changing the barriers, etc) to be able to use that texture as stencil. without copying nothing around. But the creating of the placed resource fails. I think it could be because of the D3D12_RESOURCE_DESC has 8_UINT format, but D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL enabled too, and MSDN says Stencil does not support that format. Is the format the problem? And if the format is the problem, what format I have to use?

For the texture of that resource I have the flags like: "D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL" and it fails, but when I remove the allow-stencil flag, it works.

# Vulkan Vulkan version of DX12 UAVBarrier

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Does anyone know what is Vulkan's version of the UAVBarrier in DX12?

In my situation, I have two compute shaders. The first one clears the uav and second one writes to the uav.

void ComputePass(Cmd* pCmd)
{
cmdDispatch(pCmd, pClearBufferPipeline);

// Barrier to make sure clear buffer shader and fill buffer shader dont execute in parallel
cmdUavBarrier(pCmd, pUavBuffer);

cmdDispatch(pCmd, pFillBufferPipeline);
}

My best guess was the VkMemoryBarrier but I am not very familiar with vulkan barriers. So any info on this would really help.

Thank you.

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More likely it's VkBufferMemoryBarrier what you're after (assuming UAV == ShaderStorageBuffer).