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Found 165 results

  1. 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.
  2. Hello, I'm working on a system based on Structured Buffers, the idea is that they can be used in the GPU as UAV/SRV and then the data can be read back in the CPU. This system is used to do some queries in my application. First I have two main resources: + Default Resource: This will be the resource used by the GPU. + Upload Resource: In case I want to upload data from the CPU I'll use this as an intermediate + Double Buffered ReadBack Resources: I have two Read Back buffers to copy data from the GPU to the CPU. Let me show some code: const void* OpenReadBuffer() { HRESULT res = S_FALSE; if (mFirstUse) mFirstUse = false; else mCbFence.WaitUntilCompleted(renderPlatform); // Map from the last frame const CD3DX12_RANGE readRange(0, 0); res = mBufferReadFront->Map(0, &readRange, reinterpret_cast<void**>(&mReadSrc)); return mReadSrc; } void CloseReadBuffer() { const CD3DX12_RANGE readRange(0, 0); mBufferReadFront->Unmap(0, &readRange); } void CopyToReadBuffer() { // Schedule a copy for the next frame commandList->CopyResource(mBufferReadBack, mBufferDefault); mCbFence.Signal(renderPlatform); // Swap it! std::swap(mBufferReadBack, mBufferReadFront); } This is how I create the different resources: // Default D3D12_RESOURCE_FLAGS bufferFlags = computable ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS : D3D12_RESOURCE_FLAG_NONE; res = device->CreateCommittedResource ( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(mTotalSize,bufferFlags), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&mBufferDefault) ); // Upload res = device->CreateCommittedResource ( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(mTotalSize), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&mBufferUpload) ); // Read Back res = device->CreateCommittedResource ( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(mTotalSize), D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&mBufferReadBack) ); I'm using a Fence to be 100% sure that it is synchronised, I could have more that 2 buffers but at the moment I would like to keep it simple. The values that I get from OpenReadBuffer() are all 0. If I debug it, it looks like the Read Back Buffers have some valid data. What could be the issue? Thanks!
  3. I have a compute shader which writes to an RWStructuredBuffer and later a pixel shader uses it as SRV for reading (StructuredBuffer). For this I put a barrier to transition the buffer to SRV and back to UAV after the pixel shader is done. I am trying to minimize number of barriers so one option is to just use RWStructuredBuffer even in the pixel shader even if the shader only reads from it. So my question is, does RWStructuredBuffer come with a hidden cost for reading which is greater than the cost of the two barriers?
  4. Hi, I tried searching for this but either I failed or couldn't find anything. I know there's D11/D12 interop and there are extensions for GL/D11 (though not very efficient). I was wondering if there's any Vulkan/D11 or Vulkan/D12 interop? Thanks!
  5. I wanted to get a gauge on how everyone is handling resource descriptors and bind slots in the new API. Under directx11 I would allow the compiler to generate its own bind slots, and look it up at runtime. I wanted to see if people using directx12/Villanova have switched to explicit slots for easier descriptor set management, or are still using the prior version, and burning through descriptors
  6. I am working on making a DX12, Vulkan framework run on CPU and GPU in parallel. Decided to finish the Vulkan implementation before DX12. (Eat the veggies before having the steak XDD) I have a few questions about the usage of ID3D12CommandAllocator: Different sized command lists should use different allocators so the allocators dont grow to worst size Does this mean that I need to know the size of the command list before calling CreateCommandList and pass the appropriate allocator? Try to keep number of allocators to a minimum What are the pitfalls if I create a command allocator per list? This way each allocator will never grow too large for the list. In addition, there will be no need for synchronization. Most of the examples I have seen just use a pool of allocators and do fence based synchronization. I can modify that to also consider command list size but before that any advice on this will really help me to understand the internal workings of the ID3D12CommandAllocator in a better way.
  7. I am working on a resource manager for a DX12 framework. I have it setup with a buddy allocator system like the vulkan memory allocator by AMD. But there is one issue - map and unmap. Lets say I have an upload buffer and I make two suballocations from the upload buffer for two constant buffers. I map the upload buffer at the specific offsets, do a memcpy and unmap with the appropriate write range. mapBuffer(triangleCBV); memcpy(triangleCBV->address, triData); unmapBuffer(triangleCBV, triangleCBVOffset); mapBuffer(rectCBV); memcpy(rectCBV->address, rectData); unmapBuffer(rectCBV, rectCBVOffset); The second map does nothing. I only see the triangle and the rect never seems to get the cbv data. The data is just a float4 for color.
  8. Hello guys, I would like to use MinMax filtering (D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_POINT) in compute shader. I am trying to compile compute shader (cs_5_0) and encounter an error: "error X4532: cannot map expression to cs_5_0 instruction set". I tried to compile the shader in cs_6_0 mode and got "unrecognized compiler target cs_6_0". I do not really understand the error as cs_6_0 is supposed to be supported. According to MSDN, D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_POINT should "Fetch the same set of texels as D3D12_FILTER_MIN_MAG_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure". Not sure if this is valid documentation as it is talking about Direct3D 11. D3D12_FEATURE_DATA_D3D12_OPTIONS does not seem to provide this kind of check. Direct3D device is created with feature level D3D_FEATURE_LEVEL_12_0 and I am using VS 2015. Thanks!
  9. Here is the code that is relevant for my problem. Everything else is omitted and is giving no problems. The hlsl that compiles and later it successfully adds to the PSO: struct VSInput { float4 position : mPOSITION; float2 uv : mTEXCOORD; }; struct PSInput { float4 position : SV_POSITION; //float2 uv : TEXCOORD; }; Texture2D g_texture : register(t0); SamplerState g_sampler : register(s0); PSInput VSMain(VSInput input) { PSInput output; output.position = input.position; //output.uv = input.uv; return output; } float4 PSMain(PSInput input) : SV_TARGET { //return g_texture.Sample(g_sampler, input.uv); return float4(1.0, 0.0, 0.0, 1.0); } The part of the C++ I consider relevant to the problem: Vertex triangleVertices[] = { { { 0.0f, 0.25f, 0.0f }, { 0.5f, 0.0f } }, { { 0.25f, -0.25f, 0.0f }, { 1.0f, 1.0f } }, { { -0.25f, -0.25f, 0.0f }, { 0.0f, 1.0f } } }; // FAILED macro is omited D3DCompileFromFile(shadersPath.c_str(), nullptr, nullptr, "VSMain", "vs_5_0", 0, 0, &mvsByteCode, &errors); D3DCompileFromFile(shadersPath.c_str(), nullptr, nullptr, "PSMain", "ps_5_0", 0, 0, &mpsByteCode, &errors); D3D12_INPUT_ELEMENT_DESC mInputLayout[] = { { "mPOSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "mTEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } }; renderQuadVertexBufferView.BufferLocation = mRenderQuadBufferDefault->GetGPUVirtualAddress(); renderQuadVertexBufferView.StrideInBytes = sizeof(Vertex); renderQuadVertexBufferView.SizeInBytes = sizeof(triangleVertices); mCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); mCommandList->IASetVertexBuffers(0, 1, &renderQuadVertexBufferView); // this command executes painting the screen well mCommandList->ClearRenderTargetView(RTVHandleCPU, clearColor, 0, nullptr); // this command does not show the triangle mCommandList->DrawInstanced(3, 1, 0, 0); Before to attempt to render the triangle, I set the state of the vertex buffer to be D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER. Its heap is of the type DEFAULT. Do you see any problem in the shown code? If I can discard this as the source of the problem, I could search in other places.
  10. I found this for DX11: https://msdn.microsoft.com/en-us/library/windows/desktop/bb232912 I am not sure how to use this with Dx12. It doesn't complain about the HLSL and I use: m_commandList->IASetVertexBuffers(0, 0, nullptr); and it compiles and runs, but still can't see my triangle. Rest of the code shown in the link I don't know how to use it for Dx12.
  11. I am having an issue with always passing the depth test and writing my skybox over existing geometry. I draw the skybox last, and it is all you see on screen. Turn it off, and my scene renders fine. Here is the setup, hope someone can tell me where I am wrong (pulling hair out) trying to setup DirectX 12 depth testing correctly: Header: using the Microsoft mini engine core as my renderer SamplerDescriptor m_skySampler; RootSignature m_skyRootSig; GraphicsPSO m_skyPSO; Initialization: // root signature sky map m_skyRootSig.Reset(2, 2); m_skyRootSig.InitStaticSampler(0, SamplerAnisoWrapDesc, D3D12_SHADER_VISIBILITY_PIXEL); SamplerDesc samplerSkyDesc; samplerSkyDesc.Filter = D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT; samplerSkyDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL; samplerSkyDesc.SetTextureAddressMode(D3D12_TEXTURE_ADDRESS_MODE_CLAMP); m_skySampler.Create(samplerSkyDesc); m_skyRootSig.InitStaticSampler(1, samplerSkyDesc, D3D12_SHADER_VISIBILITY_PIXEL); // parameters m_skyRootSig[0].InitAsConstantBuffer(0, D3D12_SHADER_VISIBILITY_VERTEX); // vertex shader float4x4 modelToProjection; m_skyRootSig[1].InitAsDescriptorRange(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 6, D3D12_SHADER_VISIBILITY_PIXEL); m_skyRootSig.Finalize(L"SkyMap", D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT); /* Sky box PSO */ m_skyPSO.SetRootSignature(m_skyRootSig); D3D12_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D12_FILL_MODE_SOLID; rastDesc.CullMode = D3D12_CULL_MODE_NONE; rastDesc.DepthClipEnable = TRUE; m_skyPSO.SetRasterizerState(rastDesc); m_skyPSO.SetBlendState(BlendDisable); D3D12_DEPTH_STENCILOP_DESC stencilOp; stencilOp.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP; stencilOp.StencilPassOp = D3D12_STENCIL_OP_KEEP; stencilOp.StencilFailOp = D3D12_STENCIL_OP_KEEP; stencilOp.StencilFunc = D3D12_COMPARISON_FUNC_NEVER; D3D12_DEPTH_STENCIL_DESC skyBox = DepthStateDisabled; skyBox.DepthEnable = TRUE; // depth testing enabled on pixel shader skyBox.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; // read only skyBox.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL; skyBox.StencilEnable = FALSE; skyBox.StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK; skyBox.StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK; skyBox.FrontFace = stencilOp; skyBox.BackFace = stencilOp; m_skyPSO.SetDepthStencilState(skyBox); D3D12_INPUT_ELEMENT_DESC vertElemSky[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } }; m_skyPSO.SetInputLayout(_countof(vertElemSky), vertElemSky); m_skyPSO.SetSampleMask(0xFFFFFFFF); m_skyPSO.SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE); m_skyPSO.SetRenderTargetFormats(1, &ColorFormat, DepthFormat); m_skyPSO.SetVertexShader(g_pSkyVS, sizeof(g_pSkyVS)); m_skyPSO.SetPixelShader(g_pSkyPS, sizeof(g_pSkyPS)); m_skyPSO.Finalize(); Shader parameter validation: #define Sky_RootSig \ "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \ "CBV(b0, visibility = SHADER_VISIBILITY_VERTEX), " \ "DescriptorTable(SRV(t0, numDescriptors = 6), visibility = SHADER_VISIBILITY_PIXEL)," \ "StaticSampler(s0, maxAnisotropy = 8, visibility = SHADER_VISIBILITY_PIXEL)," \ "StaticSampler(s1, visibility = SHADER_VISIBILITY_PIXEL," \ "addressU = TEXTURE_ADDRESS_WRAP," \ "addressV = TEXTURE_ADDRESS_WRAP," \ "addressW = TEXTURE_ADDRESS_WRAP," \ "comparisonFunc = COMPARISON_LESS_EQUAL," \ "filter = FILTER_MIN_MAG_LINEAR_MIP_POINT)" Vertex Shader: #include "SkyRS.hlsli" cbuffer VSConstants : register(b0) { float4x4 modelToProjection; }; struct VSInput { float3 position : POSITION; }; struct VSOutput { float4 position : SV_POSITION; // screen space position of the pixel float3 texLookUp : POSITION; }; [RootSignature(Sky_RootSig)] VSOutput main(VSInput vsInput) { VSOutput vsOutput; vsOutput.texLookUp = vsInput.position; // use position as index to cube map float3 projected = mul(vsInput.position, (float3x3)modelToProjection); // ignore translation vsOutput.position = float4(projected, 1.0f).xyww; // Set z = w which forces the farthest possible z value //vsOutput.position = float4(vsInput.position, 1.0f).xyww; return vsOutput; } Pixel shader: #include "SkyRS.hlsli" struct VSOutput { float4 position : SV_POSITION; // screenspace position of the pixel float3 texLookUp : POSITION; }; TextureCube cubeMap : register(t0); SamplerState sampler0 : register(s0); SamplerState sampler1 : register(s1); [RootSignature(Sky_RootSig)] float3 main(VSOutput pin) : SV_Target0 { //return float3(1.f,0.f,0.f); return cubeMap.Sample(sampler1, pin.texLookUp); }
  12. I am working on a resource loader / manager for a DX12 framework. Until now, I was creating the resources in their intended state before transitioning them to COMMON for the copy engine. Eg: Create texture in COPY_DEST. Transition to COMMON on graphics queue and give ownership to copy engine. Transition to COPY_DEST on copy queue. Copy operations on copy queue. Transition to SRV on graphics engine. Is it better or even possible to create the texture in COMMON state to avoid that first transition from COPY_DEST to COMMON? Also, why can't the resource be in COPY_DEST / COPY_SRC when it enters copy queue. The first operation that happens on the copy queue is anyways transition the resource to COPY_DEST or COPY_SRC.
  13. What do I need it for, but practically? I read the very few words in MSDN saying what it does, but I need a practical pseudo-example of how would you use it and what you obtain from using it.
  14. I'm having an odd problem with D3D12 compute shaders. I have a very simple compute shader that does nothing but write the global ID of the current thread out to a buffer: RWStructuredBuffer<uint> g_pathVisibility : register(u0, space1); cbuffer cbPushConstants : register(b0) { uint g_count; }; [numthreads(32, 1, 1)] void main(uint3 DTid : SV_DispatchThreadID) { if(DTid.x < g_count) { g_pathVisibility[DTid.x] = DTid.x + 1; } } I'm allocating 2 buffers with space or 128 integers. One buffer is the output buffer for the shader above and the other is a copy destination buffer for CPU readback. If I set numthreads() to any power of two, for example it's set to 32 above, I get a device reset error on NVIDIA hardware only. If I set numthreads() to any non-power of 2 value the shader works as expected. The exceptionally odd thing is that all of the compute shaders in the D3D12 samples work fine with numthreads() containing powers of 2. It doesn't matter if I execute the compute shader on a graphics queue or a compute queue - it's the same result either way. I've tested this on a GTX 1080 and a GTX 1070 with identical results. AMD cards seem to work as expected. Anyone have any idea what the hell could be going on? I tried asking NVIDIA on their boards but per-usual they never responded. I'm using their latest drivers. I've attached my sample application if anyone is interested, it's a UWP app since Visual Studio provides a nice D3D12 app template that I use to play around with simple ideas. The shader in question in the project is TestCompute.hlsl and the function where the magic happens is Sample3DSceneRenderer::TestCompute() line 1006 in Sample3DSceneRenderer.cpp. PathTransform_2.zip
  15. The D3D12 project template for creating a c++ directx 12 project aka File>New>Project>Visual C++> DirectX 12 App(Universal Windows) creates a project with a spinning cube. This cube is rendered using 3 RTV, writing to the backbuffer, and presenting based on the current frame. This works great as long as you are running 60 frames a second. If I change the steptimer to 1/30, or 30 frames a second as a lot of production games run because of shadow drawing, lighting, reflections, the cube starts to jitter. I believe this jitter comes from the Update not copying the constant buffer data fast enough for render to read it so render is actually calling some previous constant buffer data. You can fix it easily by updating all the constant buffers every update instead of by frame. for ( i = ; i < DX::c_frameCount; i++) { UINT8* destination = m_mappedConstantBuffer + (i * c_alignedConstantBufferSize); memcpy(destination, &m_constantBufferData, sizeof(m_constantBufferData)); } My question is, is this the best way to handle this? what is the best way?
  16. So these days i'm writing a D3D12/Vulkan abstraction for a project and i've hit a wall tackling resource binding. In an older renderer i wrote, i put all of my per-object uniforms into one big Uniform Buffer/Constant Buffer, copied all the data in one go and bound ranges of it using glBindBufferRange (GL) and XSSetConstantBuffers1 (D3D11) for each object in the scene. It seemed to be a more efficient approach than copying between draws. The same thing can be done in Vulkan by creating a dynamic uniform buffer and providing Dynamic Offsets to vkCmdBindDescriptorSets. But when it comes to Direct3D 12, i haven't seen an equivalent approach yet. The only thing that i came up with so far is to create multiple ConstantBufferViews for a Constant Buffer into a Descriptor Table and bind it by adding the appropriate offset to the Descriptor Table's address. // Get the descriptor increment size const UINT cbvSrvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); // Handle for the first object's constant buffer view CD3DX12_GPU_DESCRIPTOR_HANDLE cbvSrvGpuHandle1(pCbvSrvHeap->GetGPUDescriptorHandleForHeapStart(), 0); pCommandList->SetGraphicsRootDescriptorTable(0, cbvSrvGpuHandle1); // Draw first object... // Add offset to get the handle for the second object's constant buffer view CD3DX12_GPU_DESCRIPTOR_HANDLE cbvSrvGpuHandle2(pCbvSrvHeap->GetGPUDescriptorHandleForHeapStart(), cbvSrvDescriptorSize); pCommandList->SetGraphicsRootDescriptorTable(0, cbvSrvGpuHandle2); // Draw second object... While this approach works fine, it doesn't necessarily match Vulkan's dynamic offset approach, so i can't make a clean abstraction over the two. So how would you guys go about handling this? And i'd love to know your approaches to abstracting the Vulkan/D3D12 binding model in general.
  17. Hi everyone, I am new to DX12, I download sample project from MSDN and it can run and draw triangles successfully. But when I create new project and copy code from MSDN sample (Hello Triangles Project). I do not know why it could not render anything to screen except clearing the screen with blue color. Could you have a look at my code to see what problem is... I got stuck here for 2 days. TestD3D12.7z
  18. Hey guys, I started working on a port from dx11 to dx12. The first thing, was to setup everything to work with Dx11On12. Right now I've got that done. Basically, the render frame goes as follows: D3D12Prepare(); // setups the command list and command allocators (as well as basic clear and set render targets) GetWrappedResources(); // Dx11on12 step to adquire resources Render(); // Basically all the Dx11 rendering code etc D3D12End(); // On D3D12Prepare we left the command list opened so we can add aditional // commands, now close and execute it ReleaseWrappedResources(); Flush(); // Flush all the dx11 code Dx12Sync(); // Wait for fence Dx12Present(); That setup is working and I changed some commands inside Render() from dx11 to dx12. (Basic stuff like setviewport) I want to start porting more stuff inside the Render(), for example, we have a simple method to draw a quad (without vertex or index buffers, we use the vertex_id inside the shader). Basically, it should translate to this: mCmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); mCmdList->DrawInstanced(4, 1, 0, 0); But even that simple piece of code is just not working. I would like to get some advice from someone that has done a similar process (using dx11on12), what are the limitations, things that wont work etc My main concern right now, is that if I want to start setting up commands that touch the IA, I would have to also create the PSO, root signatures etc etc. Thanks.
  19. So I wanted to ask a question pertaining to rendering thread architecture. I currently know of two main designs. One approach is where visibility , drawcall logic, and gpu submission are all done on the rendering thread and render related game data is sent to the rendering thread at the end of the frame. The second approach is where the sole responsibility of the rendering thread is to send gpu commands to the api. Engine abstacted Command Buffers will be generated in parallel or on the game thread, and sent to the rendering thread to be translated into gpu commands. I know that Engines such as Unreal Engine use the first approach, while Unity / Source use the second approach , and Cryengine uses a hybrid of both. I wanted to see if anyone could give some advice, I know some of the benefits of both approaches , but wanted to get more incite on the architecture.
  20. Hi, looking into the Internet I could not find anything about the generation of objects using fractal generation for c++/DirectX 12. Does any of you have any idea of how this can be done? thank you
  21. I've tried looking for tutorials but nothing's really helping. Can anyone help?
  22. I tried to find samples from the site of microsoft for using DXVA. I found DXVA-HD but it is for windows 7 and I cant find nowhere clearly stated that DXVA-HD can be used under Win10. I have to install it through exe and then a iso. Before going through that I decided to ask first. I found examples of video processing for Windows 10.5... i can't run those, because my Windows is 10.4.. and plus, I don't want to deploy it for the cloud, I need it as a simple exe/dll. It would be helpful if somebody tells me what should I search on google for in order to use video acceleration with DirectX12, because there are DXVA1, DXVA2, DXVA-HD and lot of other therms and all is a big mess for me. I only need to extract a given frame as RGB and keep it in GPU memory. I am dealing now with Dx12 and I dont want to use Dx11 for video processing because my brain will become a huge mess, and it could be hard(i imagine) to extract the RGB frame to GPU memory with Dx11 and then Dx12 to work with it. Just point me in some direction, please!
  23. I've been wondering if there is some way to use the multithreading built into C++11 for DX12 instead of windows multithreading?
  24. Hello Everybody, Our professional experienced hobby team (5 active members) is looking for Volunteers to take a seat in the development of a next generation C++ 3D Game Engine. The minimum requirement is to have passion about games/game engine programming. The Engine: - Cross Platform & Clean Code Design ( For now we only want to aim PC & Console ) - Fully Customizable Graph Based DirectX12 Graphics Engine, (PBR is in progress) - Own Editor + UI system + Math library - (Will be) multithreaded with Job Based System like in Uncharted 4's engine Roles we are looking for now: (Later will be more) - Editor & UI & Tools Programmer - Generalist Programmer Picture from the current early state of the editor: https://pasteboard.co/eb4hfgGM3.png Source code: https://github.com/petiaccja/Inline-Engine If you have the passion to build game engines / games write an e - mail to: InlineEngine@gmail.com
  25. Hi, community. BRE is a rendering framework or engine (under development) which purpose is to have a codebase on which develop techniques related to computer graphics and also to apply the stuff I learn about DirectX 12. I just write a series of articles about its architecture, problems, limitations, techniques, passes, scene format, etc. Its main page is located at https://nbertoa.wordpress.com/bre/ You can access the different articles I wrote about it in the following list BRE ARCHITECTURE SERIES PART 1 - OVERVIEW BRE ARCHITECTURE SERIES PART 2 - MANAGERS BRE ARCHITECTURE SERIES PART 3 - HELPERS BRE ARCHITECTURE SERIES PART 4 - SCENE FORMAT BRE ARCHITECTURE SERIES PART 5 - SCENE GENERATION BRE ARCHITECTURE SERIES PART 6 - RENDER MANAGER AND COMMAND LIST EXECUTOR BRE ARCHITECTURE SERIES PART 7 - GEOMETRY PASS BRE ARCHITECTURE SERIES PART 8 - ENVIRONMENT LIGHT PASS BRE ARCHITECTURE SERIES PART 9 - SKYBOX PASS BRE ARCHITECTURE SERIES PART 10 - TONE MAPPING PASS AND POST PROCESS PASS BRE ARCHITECTURE SERIES PART 11 - AMBIENT OCCLUSION PASS My intention is to share my knowledge and also receive feedback/improvements. Thanks! And hope you find it useful