Number of draw calls per command list
Hi guys! Are there any recommendations on the number of draw/dispatch calls that you would/could record per one command list? I am working on light propagation volume algorithm where you need...
View ArticleDrra
Hello. I will use Google translator, so if something is not clear to you, I'm sorry. I have a function for drawing pictures. Spoiler void DrawImage(float posX, float posY, stTextureInfo *texture,...
View ArticleQuerying queue support
In Vulkan, you can query each physical device (adapter) for the queue types it supports and the number of queues of each type. What is the equivalent in D3D12? I see lots of apparently conflicting...
View ArticleBarriers, Flushes and Ordering of Command Lists
Hi, This question is in regards to the operations on a single graphics queue - not multiple queues. Would love some clarification on the example below. Lets say I have two command list: cmdList0...
View ArticlePing-pong rendering using ExecuteIndirect
Hello guys :-) I am working on a render pass which produces output in one execution and then reads output in the next execution. And this has to be repeated a number of times. I am thinking if I...
View ArticleProblems with a structured buffer in DX12
Hello everybody. I'm learning D3D12, so sorry if my question is kind of stupid. I'm having some troubles with a structured buffer. In general I want to implement particles using a compute shader. But...
View ArticleFont rendering
After reading a D3D11 tutorial about font rendering (http://www.rastertek.com/dx11tut12.html), I wonder if it is considered good practice to render each character from a texture to a separate quad...
View ArticleHLSL auto-converts float3 vertex position to float4 shader parameter?
HLSL auto-converts float3 vertex position to float4 shader parameter? DX v9.0c shader model 2 code meshes from blender via .x file are float3 position, float3 normal, float2 UV. const DWORD...
View Articleannoying false-positive intellisense error, macro replacement?
Hi Guys, This thread may not be super relevant to DirectX and XNA, however it's about GFX buffer management, so I guess most of you guys probably have encountered this before, and that's why I asked...
View ArticleWindows (Not the OS)
When you look at a game one of the things that is not used at all, except for a few changes at the game's boot, is the window. Can you change the size of the window in game? Or is this something you...
View Articleinstancing issues
instancing issues dx9.0c shader model 2 code. hardware instancing. just got shader_test5 running - instancing with texturing and lighting and alpha test. i can draw 14,400 instances of a 30-40...
View ArticleDirectX/SharpDX Render Batching
[Originally posted in Beginners, moved to DirectX and XNA] I'm toying around with a hobby engine of mine and I was looking at implementing batching to reduce the number of calls to the device and...
View Article[D3D12] Shader Blob and PSO
When I create a Pipeline State Object, I pass it a pipeline state descriptor that contains D3D12_SHADER_BYTECODE structures that have been derived from ID3DBlobs. Currently, those blobs are local to...
View ArticleConverting float4x4 to float4x3
Hi there, Currently I have a working skinned shader that uses float4x4 bone matrices. Code snippet in Vertex Shader:float4 position = mul(float4(input.position, 1.0f), Bone); Bone is the float4x4...
View ArticleDirect2D Drawing Using 3D Points
Hi, I have a project where my task now is draw some arbitrary patterns on map. my idea was to draw this patterns using direct2d drawing function for point and other primitives and then pass this full...
View ArticleTrying to update constant buffer with vector of structs containing void* data
Hey all, This is my first post on this forum, I can't seem to figure out this issue I'm facing (might just have stared at it for too long but it has kept me up for 2 days now). I am writing a cross...
View ArticleGood formula for swaying grass?
Anyone know a good formula for swaying grass? In his dx9 shader book, luna uses float sine = amplitude*sin(amplitude*gTime); posW.xyz += sine*right; where amplitude is 0.5 through 1.0 for upper...
View ArticleHLSL - Problem with Global Variables
Hello, I am new to this forum and new to HLSL. My plan is to implement a compute shader performing a fast fourier transform to calculate a displacement map which I want to use to simulate an ocean...
View ArticleDirectX - Issue with tiles on a 2D map.
Hi, I am a starting to learn to code with DirectX in C++, and have hit a bug for which I am unable to find a solution. In this part of my code, I am attempting to fill a vector of objects (models...
View Article[D3D12] The number of rendered objects and the number of constant buffer views
Hi everyone, The sample of the SDK renders a single triangle per frame. I want to render multiple objects per frame (of course, it is fine if there is only one vertex buffer). Before Dx11, it was...
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