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Oniikuma

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About Oniikuma

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  1. Thanks a lot for your advice! It's helped a great deal and I have everything working now.
  2. Thanks for the link, @LandonJerre, it’s just what I was looking for! I made a few modifications to my particle system to exploit the fixed number of active particles. I use a single RWStructuredBuffer<Particle> to update each particle’s state each frame and an SRV to the particle buffer for the vertex shader to use once updated. As I have a fixed index buffer and particle count, can I use DrawIndexed() (as it says in the slides) instead of DrawIndexedIndirect(), or does this require copying vertex data back to the CPU?
  3. Hi, I am fairly inexperienced in DX11 and I am trying to implement a particle system that is handled purely on the GPU. To keep things simple, the particle system will have a fixed number of particles that, once dead, will be respawned at the emitter location. As such, I only have a single compute shader that updates each particle. Based on the method outlined in 'Practical Rendering and Computation in Direct3D 11', an AppendStructuredBuffer<Particle> and a ConsumeStructuredBuffer<Particle> are bound to the compute shader, so that last frame's particles can be consumed, updated and appended, ready for the next frame. As I want to minimise the data flowing back to the CPU, I want to make a call to DrawIndexedInstancedIndirect(), feeding the particle data directly from the compute shader to the vertex shader. In the vertex shader, the particle will be expanded to a quad billboard (I am trying to avoid the geometry shader for performance) and sent to the pixel shader for rasterization. As a side-effect, the primitive topology will be set to TRIANGLELIST. I am using DrawIndexedInstancedIndirect() rather than DrawInstancedIndirect() as the number of particles and, by extension, the index buffer will remain fixed. However, I am unclear on how to implement indirect draw calls and have the following questions: - How can I pass the updated particle data from the compute shader to the vertex shader without sending the data back to the CPU? As I understand, the vertex shader cannot read from the AppendStructuredBuffer that was written to by the compute shader. - How do I generate vertices without a vertex buffer bound to the input assembler? I know that vertices are identified with the semantic SV_VertexID, but I have no input layout bound to the input assembler. Any help would be greatly appreciated, as I am not very confident with indirect drawing in DX11 and I cannot find any beginner-friendly resources to point me in the right direction.
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