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IncrementCounter, DecrementCounter, atomic operations works properly on...

Hey Guys,   Assume we have a job queue buffer, and we have two compute shader (cs1, cs2) adding jobs into this job queue buffer by using IncrementCounter function on its counter (DX12). So to make this...

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D3DCompile crashes with stack overflowing when compiling this HLSL. Very Strange

Recently I bumped into this weird problem when I tried to compile a HLSL pixel shader. The D3DCompile function just did a infinite recursive call and caused a stack overflow. I simplified the pixel...

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Changing MSAA settings on the fly

Hi all, Just a short question on MSAA in D3D11. I've got it all working fine, when I setup MSAA directly through initialization. Now I want to create a function to change, either enable/disable or...

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Struggling with WorldToScreen in C#

Hi Fellow Programmers, I am hitting my head against a wall trying to convert the below c++ method to c# using SlimDX, any help would be appreciated. Vector2 World::WorldToScreen (const Vector3&...

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Indexing into descriptor heaps with descriptor tables

Hi,   I'm trying to wrap my head around making sense of descriptor tables and heaps to design a flexible root signature/resource mapping system. I'm a little lost in the weeds and would appreciate...

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Shared resources between different solutions (Music/graphics)

Hello there!   I'm currently still working on a game project which will be heavy on music, sounds, graphics, etc.   I've also created an editor which allows you to pick the music, sounds, graphics,...

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Why InterlockedAdd is much faster than InterlockedCompareStore under high...

Hey Guys   I have a compute shader with threadgroup size 8*8*8 try to update a 32bit uint (UAV, and is set to 0 before cs).  // Update brick structure u3BlockIdx is same for every thread in one...

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[D3D12] ID3D12CommandQueue::ExecuteCommandLists() execution order

Hi community   Does ID3D12CommandQueue::ExecuteCommandLists() guarantee command lists will be executed in order?   For example: ID3D12CommandList* ppCommandLists[] = { cmdList0, cmdList1, cmdList2,...

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GPU read/write speed wrt Format

Hey Guys,   What's the GPU read/write speed for different type of texture/buffer? For example 32bit, 16bit, 8bit? In my experience, R32G32B32A32 ( 128bit ) is slower than R16G16B16A16 ( 64bit ), and...

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C# is loading Outdated File

i have a curious Problem... I try to read a File with: StreamReader r = new StreamReader("Content//spriteShader.fx"); It's a simple HLSL Shader File. So i write "return float4(1,0,1,1);" in the .fx...

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Guideline for CComPtr and D3D11?

Hi all, I've been reading through some articles on the usage CComPtr, in combination with the D3D11 API. From this, I've concluded the following principle:   - use a CComPtr for D3D objects, when you...

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Getting right mouse position

Hello,   First thanks for every help I get. I am new in DirectX and SlimDx. This is why I first developed a test application. Later I want to develop a 2D game. Now to my Problem. I want to get the...

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Push_back raw pointer as COM pointer? (inputlayout)

Hi, I'm struggling with adding 'raw pointers' as CComPtr in a std::vector, without memory leaks. To illustrate:   - GetInputLayout returns a ID3D11InputLayout* (raw pointer) - the mInputLayouts is a...

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Are XXXMemoryBarrierWithGroupSync essentially equivalent?

Hey Guys,   I come across this question when I need to sync all my threads in one threadgroup. And after looking related MSDN pages, I feel like both GroupMemoryBarrierWithGroupSync,...

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Root Signatures Version 1.1

I recently came upon root signatures version 1.1 and have been reading up on them.  I was wondering exactly why such mechanics result in a performance increase?  And also how much of a performance...

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Multiple render targets and sample count

When using multiple render targets, it is required that all the render targets have the same sample count and quality?

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SlimDX Joystick input breaks Sleep in Windows 10

EDIT: It was discovered to be DirectInput, and not SlimDX   Since updating my PC to Windows 10, the PC never goes to Sleep when my application is running, and I've narrowed it down to a single call...

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Failed to create compute shader - Shader Model 5.1, DirectX 11.3

Hi, when I call ID3D11Device3::CreateComputeShader  it fails with an error from debug layer stating:   "D3D11 ERROR: ID3D11Device::CreateComputeShader: Shader must be cs_4_0, cs_4_1 or cs_5_0. Shader...

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Pure virtual function error as using the geometry shader

I want to render silhouettes edges using the geometry shader. First I create an index buffer (with adjacent indices) and a vertex buffer then render. For testing, the geometry shader just pass an input...

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VBexEngine Editor Project

I've Updatet my Engine and Editor-Project using SlimDX and VBnet. Have a look if you'e interested...   NiceVideo: https://youtu.be/VJSHiN2Dvkk   ProjectPage: https://vbexengineblog.wordpress.com/

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