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Latest d3d11 Activity

Poor performance of ID2D1RenderTarget

I can't reproduce these freezes in an empty project yet, apparently because D3D11 is not loaded with anything. I'll provide the code if I can.

4,632 views
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Wanted to follow up with some updates that others may find of interest.

On the subject of “de-saturating” my pixel shader color/lighting calculations/accumulations, I did encounter one nasty little bug that presented itself in non-obvious ways, and this dealt specifically with alpha. The short of it…

4,703 views

Don't mean to necro this thread, but wanted to update with another subtle gotcha that may be of interest to those doing a similar upgrade.  I've been working on migrating to HDR rendering, and have thusly implemented such (float render target, color grading, tonemapping, etc.).  This all …

9,768 views

When it comes to switching fullscreen/windowd, changing buffercount/ backbuffer format and changing dimensions, you can get away with a swapchain→ResizeBuffers call.

5,585 views

I have solved this.

Apparently everything was ok with my Info Queue. The problem was another member being improperly destructed in my engine and was messing things up. It was a hurdle finding it, but it was a good exercise.

7,950 views

@vtorri You are creating one vertex/index buffer for each rectangle. You should create one vertex buffer large enough for all rectangles you want to draw, generate the vertices for each rectangle and copy to the vertex buffer, then you can draw all the rectangles with a single draw call. The index …

11,029 views

I fixed it. When I write the global bind pose matrix to the file, I got mixed up the column and row of the fbx matrix. That was the problem. Here's the video of my program which facilitates my game https://www.youtube.com/watch?v=I9bjj29qaIA

6,683 views

Hi all,

after good 12 years with D3D11, I still get surprised.

1. ctx.End(query1) // type D3D11_QUERY_TIMESTAMP

2. ctx.CopyResource(gpuVisible -> cpuVisible)

3. ctx.End(query2) // type D3D11_QUERY_TIMESTAMP

...laterrrr...

5. if (S_OK == ctx.GetData(query2, ..., D3D11_ASYNC_GETDATA_DONOTFLUSH))

6. ctx.M…

3,878 views

This new release of Diligent Engine introduces an API for packaging render state objects (shaders, pipeline states, resource singatures, render passes) into archives. An object archive contains data optimized for run-time loading performance (shaders are compiled into optimized byte code and patche…

3,924 views

My Direct3D 11 game has a number of large vertex buffers (10K+ vertices) that get updated every frame, but on any individual frame only a subset of the vertices in the buffers are actually changed (perhaps ⅓ of them on average, but it varies greatly). The particular vertices that will be updated is…

4,780 views

im implementing cascaded shadow map and using Texture2DArray as DSV to render the scene multiple times with different cbuffer sets, but turns out the cbuffer updating always refer to the latest updating command and the whole four Texture2DArray slices are rendered as the same, i've try the cod…

3,657 views

This new release of Diligent Engine introduces the following new features:

  • Variable rate shading gives applications control over the frequency at which pixel shading is performed, allowing applications to trade quality for performance and power savings.
  • Sparse (aka partially resident or tiled) resour…
4,276 views

I am writing a D3D11 program which needs to display a large resolution scene across several screens. I used DXGI_SWAP_EFFECT_DISCARD to create swapchain. It works for most of the time. But sometimes one or more screens may display images with one more frame latency than others thus made the image t…

2,453 views

In the debug build of my game, with the D3D debug layer fully enabled, the game exits cleanly (no reports of hanging D3D object references on application termination).  

I also use ID3D11Debug::ReportLiveDeviceObjects() to output any externally referenced objects so as to facilitate tracking do…

2,367 views
Cloud Rendering Problem

Maybe you didn't understand “cloud rendering” right, and reading the topic would have prevented you to miss the point like that x)

12,389 views

aaaah right ok, @mjp  makes perfect sense now;

thanks for enlightning ?

4,366 views

well done and thank you for sharing your solution ?

4,890 views

Render passes, a crucial API abstraction that gives application more control over how rendering commands map to tiled-deferred rendering architectures on mobile platforms, is now a core feature of Diligent Engine API! Check out a new tutorial that demonstrates how to implement a simple deferred ren…

4,085 views

I'm trying to migrate my C# DX9 Media Player to D3D11 and I'm looking at HDR. I've seen madVR (a D3D11 renderer) manually trigger HDR on my monitor (yep, the HDR icon appeared on my monitor when madVR started) without going through Windows. Same as when you watch an HDR video from Netflix (the HDR …

4,504 views
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