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hiya83

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About hiya83

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  1. Hey, I recently upgraded to NSight 5.4.0.17240 (Visual Studio) and opengl debugging just crashes NSight. Anyone has similar experience. I would post on Nvidia DevForums, but they have not answer to any of my previous questions before... Thanks
  2. Vulkan exposes concept of command queues which are abstraction of different engines on the GPU. On the PC, a copy/transfer queue is basically a controller for the DMA engine that you can control independent of the graphics/compute engine. Was wondering if it works the same on mobile. That looks like what I am looking for, I'll give it a shot. Is there something equivalent for iOS? Thanks!
  3. (Posted this in graphics forum too, which was perhaps the wrong forum for it) Hey, I was wondering if on mobile development (Android mainly but iOS as well if you know of it), if there is a GPUView equivalent for whole system debugging so we can figure out if the CPU/GPU are being pipelined efficiently, if there are bubbles, etc. Also slightly tangent question, but do mobile GPU's have a DMA engine exposed as a dedicated Transfer Queue for Vulkan? Thanks!
  4. Hey, I was wondering if on mobile development (Android mainly but iOS as well if you know of it), if there is a GPUView equivalent for whole system debugging so we can figure out if the CPU/GPU are being pipelined efficiently, if there are bubbles, etc. Also slightly tangent question, but do mobile GPU's have a DMA engine exposed as a dedicated Transfer Queue for Vulkan?
  5. hiya83

    Dx12 multinode API's

    A I think I answered my own question, it's for linked node mode which is only applicable when the GPU's are identical (https://developer.nvidia.com/explicit-multi-gpu-programming-directx-12)
  6. Hi, I apologize for creating multiple questions here for dx12 since information is sparse so far. Anyway in some Dx12 api's, there's a node mask for multiple node support, for e.g. D3D12_COMMAND_QUEUE_DESC for CreateCommandQueue & CreateCommandList itself has a node mask. However, these API's are all called on the D3D12Device itself, and when creating the D12Device (D3D12CreateDevice), there isn't an option for it to be a multi-adapter device; you just pass in a single adapter. So what is the point of the node masks in the other API calls? Is there some other use case I am not aware of yet? Thanks!
  7. You're right. I just tried PIX as well and it has the same errors. The same happens with NSight. So it seems if you want to go multi-gpu work on D12 right now, there's no debugger AFAIK (VGD, PIX, NSight) which works at the moment
  8. Well I tried it with vs 2017 community version and it has the same errors.
  9. Hi, Does anyone have suggestions on multi-gpu (cross adapter) debugging in vs2015 for dx12? It seems this is not supported (error codes returned when gpu debugging inside VS) in vs2015. Any idea if this is supported in vs2017? Thanks
  10. hiya83

    Dx12 - timestamp queries

    Thanks for both your responses!
  11. Hi all, Any idea what the mechanism is for timing commands in the GPU command buffer in DX12 now? In DX11 it was BeginDisjoint, End's, EndDisjoint, GetData's. But in DX12, I see I can place EndQuery with a timestamp type, and I also see GetTimestampFrequency to get the frequency, but how do I get the tick value for each of the timestamp EndQuery's? I see ResolveQueryData, but that places the data in a GPU buffer, am I supposed to call that and then copy the data over? If so what is the format of that data? Unfortunately, I have yet to see a sample for timestamp queries yet. Thanks!
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