Precision Recording Help
I need to record things as accurately as possible in this game I'm making. I've done the basic record/stop recording, but it still lacks the accuracy I need, any ways to improve it? What it does is...
View ArticleConstant buffer strategy and thoughts
Hi all, I've arrived at the moment that my shaders/shaderpacks and shader manager is up and running. All nice and abstracted within the renderer. The next stop is constant buffers. Before I dive in/...
View ArticleUWP DirectX wrapper component - WRL, C++/CX, or C++/WinRT
Hello! I need to implement a simple DirectX wrapper component for an UWP app similar to how Win2D is implemented, but it should be used for rendering and animating 3D models instead. Since I do not...
View ArticleMultyple postprocessing !
Hi guys , This is my code : int render_pp = 0; Image render_target1 = i create an empty texture as render target 1; Image render_screen = i create an empty texture as render target 2; if(render_pp ==...
View ArticleWill Compute thread stall on memory write?
Hey Guys, From what I know, more warp/wavefront scheduled in one CU (higher occupancy), the better performance when you have lots of memory read in your shader: when one warp stalls on waiting...
View ArticleBenefits of use Texture2D<uint/int> 16bit over...
Hey Guys, I have a pass which will generate depth data in a Texture2D. Before, I decide to keep Depth Cam default format "Texture2D<short> " which is effective 16bit uint with each pixel store...
View ArticleDoes the "discard" statement incur slowdown?
I've been reading in a number of articles that using the discard statement in a pixel shader is a bad idea. My question is this, if I already have an if() statement in my shader, will the addition...
View ArticleDirectInput hooking crashes the game in the EnumObjects.
Hi All, I'm working on an assignment to support an HID device as the XInput device in the game. I've hooked the XInput APIs and DirectInput APIs. When I tested in the game GTA5, it crashes the game...
View ArticleOdd Graphical Artifacting in flat 3D image? Can you solve this mystery?
I have a 2D game (C#, XNA) that uses a 3D effect. Below you can see a battle against 3 pigs. These pigs look 2D but they are actually drawn using 3D quads. This is so I can invoke a tilting effect...
View ArticleDoes 32bit RWTexture3D<uint> (or any 32bit RWTexture<uint>...
Hey Guys, Does RWTexture3D<uint> (32bit) support atomic ops? MSDN page didn't list any InterlockedXXX as RWTexture3D's functions, however shader compiler is ok with RWTexture3D<uint>...
View ArticleDebug layer on/off will change DX behavior?
Hey Guys, Does anyone know how debug layer will affect DX12 behavior? I spend a whole day fighting a bug looks like GPU data corruption with atomic ops (I also trying specifically clear data before...
View ArticleSomething something NVidia dropping DX9 from GTX-2080 and will only be...
Hi everyone, I recently saw a post on Reddit where a gamer said that NVidia will drop DX9 support with their next generation of cards and that the developers of <insert DX9 game here> would...
View Articlecreate texture3D
Hi, I would like to load a 3D image with pixel format: short and create a texture3D. Some example use structureBuffer. Which resource is more efficient? I need to do volume rendering and slicing. I...
View ArticlePIX for Windows released yesterday
Just a heads up to anybody working on DX12 apps, PIX for Windows was released yesterday: https://blogs.msdn.microsoft.com/directx/2017/01/17/pix-on-windows-beta-released/...
View ArticleList and Update()
How do you add a new item to a List<> in the Update() function? Keeping in mind that you want to constantly add items to the list.
View ArticleWhat may cause WarpDevice result different from HardwareDevice?
Hey Guys, I recently bothered by a strange bug in my program. After trying a lot of different thing I decide to give the warp device a try. But once I run under warp device, I noticed the result I...
View ArticleGetting the index from tessellator generated primitives
Is there any way to receive index numbers for primitives or vertices that were generated by the tessellator stage? I already tried SV_PRIMITVEID which only gives me the current patch index. Maybe there...
View ArticleBug only appear when Debug layer is off... Need help :(
Hey Guys, Recently I encountered a rendering bug which only shows up when debuglayer is off, and later even I fixed all validation errors/warnings (including GPU-Based Validation ones) this bug still...
View ArticleHow to Make D3D Easy?
I go to high school in South Korea. Every year there is a game develop contest held in our school,and i go to the competition. So I am going to learn D3D,(Directx9 2D already studied!) Here is the...
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