Overhead of SetXXXRootSignature
Hey Guys, IIRC, dx12 rootsignature kinda define the layout of GPU memory of intended usage, so it seems ideally, we should only set rootsignature once during program startup? However, that require...
View ArticleQuestions about defragment GPU buffer
Hey Guys, Recently I have a lot of fun playing with GPU atomic, compute shader and dispatchIndirect. And I have a tricky situation:...
View Article[Easy] Direct2D - Bitmap not at correct x,y
Hopefully this is the right place to post. For some reason in my game, bitmaps are not being placed correctly. Here I'm trying to draw a Bitmap at 200, 200 (width is 16x16) but instead its being...
View ArticleReversing and injecting some D3D9 code
Hello ! First, thanks for this forum, as I got my answers here very often. I'm trying to make some graphic modifications to an old 2D game, and because the .exe is not easily reverse-engineerable...
View Articleframe rates and refresh rates
frame rates and refresh rates on the PC, if your FPS is higher than the monitor's refresh rate, you only get the refresh rate as the number of images presented to the player per second - right? so...
View ArticleOrder in which primitives are drawn
I have been following directxtutorial.com and i am working on drawing multiple shapes at once and i can get it to work it is just that i dont understand why it works the first way and not the second...
View ArticleSetting render target unbinds textures?
Hi, I'm moving my project from Direct3D 9 to Direct3D 11 so I'm learning some new concepts. It seems to me that every time you set a new render target all the previous shader resources are unbinded. Is...
View ArticleInstancing worth it for rendering text in a 2D game?
Hey guys, I have a DX11 text rendering implementation where I have a bitmap with all the character glyphs that I use to build a list of quads with the position and UV of each glyph corresponding to...
View ArticleHLSL example
Hi, I am studying HLSL shader programming. I just read "Practical Rendering and Computation with Direct3D11". But this book does not include many HLSL shader examples. Can anybody guide me to some good...
View ArticleWhy call DiscardResource?
Why/When should you call DiscardResource? https://msdn.microsoft.com/en-us/library/windows/desktop/hh404613(v=vs.85).aspx What does this method buy you? Is it essentially like the free method in C?
View ArticleOverhead of transiting state of resource which are not touched
Hi Guys, From my understanding, transit state of resource A is telling GPU to flush related cache (is it just the cache pointed to A or entire cache?) to ram, so will wait until all write (or just...
View ArticleDifference between launch DX12 app with/without Graphic Debugger
Hey Guys, Does anyone know the differences between launch your DX12 app with/without VSGD (visual studio graphic debug)? I have a QueryHeap (timestamp) corruption bug only show up if I run my DX12...
View ArticleMerry 3D Christmas (VBexEngine)
If your Christmas tree is not decorated yet .. have a look to my Engine-Test Video I wish you a Merry Christmas... Have fun and keep coding! https://youtu.be/bcmzhLKpei4 Blog:...
View ArticleSharpDX (DirectX 10) Alpha blending
Hi guys, I am trying to get alpha blending to work using SharpDX (C#). I am using DirectX 10 to be able to use the FX Framework. I have been looking all over google trying to find my mistake in my...
View ArticleCreateTexture2D fails for GeForce GTX 280 user
Seasonal greetings, My game uses MonoGame for Windows desktop and one Windows 7 user gets an error every time when creating a 2D rendertarget: HRESULT: [0x80070057], Module: [General], ApiCode:...
View ArticleDifference between Tecture object Load call with/without offset?
Hey Guys, Is the following code effectively the same: ``` uint uSampleDepth = inputTex.Load(i3CurrentUVIdx, int2(i, 0)); uint uSampleDepth = inputTex.Load(i3CurrentUVIdx + int3(i, 0, 0)); ```...
View ArticleSharpDX loading TGA textures
Hello, I am trying to load TGA textures in sharpdx, but it seems it is not supported. Is there any simple method or do I have to write my own TGA format parser, parse the file into pixel array and...
View ArticleMSAA Quality levels / sampling - good overview / lists?
Hi guys, When working on MSAA I've noticed that there are dozens of different quality levels for different GPUs and custom stuff Ati/Amd and Nvidia did - EQAA, Quincunx etc. In most cases that...
View ArticleUpdateTileMappings/CopyTileMappings performance: requesting repro attempts
I'm running into some pretty nasty performance with UpdateTileMappings and CopyTileMappings, and I'm not yet sure if I'm horribly messing something up or if it's caused by the driver/runtime. I don't...
View ArticleZen Game Bible
I recently discovered that back in 2008 Peter Walsh apparently released a series on game programming called the Zen Game Bible. The Internet Archive has it cached at...
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