Search found 22 matches
- Mon Aug 20, 2018 9:51 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
Yes, that and some rendering reordering (Sort-based draw call bucketing: http://realtimecollisiondetection.net/blog/?p=86).
- Mon Aug 20, 2018 9:33 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
Unfortunately the Vulkan implementation still takes some time.. I would not call it real multithreading - its just one rendering thread. The thread just runs through the current internal command buffer and calls OpenGL/DirectX/Vulkan API as soon as you call bgfx::frame() from your main thread. So yo...
- Tue Dec 05, 2017 11:42 am
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
Bgfx is/will be SPIRV compatible: https://github.com/bkaradzic/bgfx/blob/master/tools/shaderc/shaderc_spirv.cpp (it's bgfx specific spirv i think - so you can not use spirv created from other compilers) There is no guarantee at the moment that all the same shaders will be working - we would need hel...
- Wed Nov 08, 2017 7:48 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
Ok, good to know. We probably need more test systems - we have some people with amd gpus though, and they didn't report any problems. At the moment, I am considering dropping all other Videodrivers except the bgfxDriver and the nulldriver in our fork , that would allow to make changes to the renderi...
- Fri Nov 03, 2017 3:55 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
Hey, original shader files are written in shaderc: https://bkaradzic.github.io/bgfx/tools.html you can find them in source/Irrlicht/bgfx_shader/ the *.sc files are the ones you can edit. To compile them (i assume you have a git-bash shell on windows) just run the shellscript shaders.sh In our projec...
- Wed Sep 20, 2017 12:47 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
I have no Idea how good bgfx performs with dx9.
Do you have an example you'd like to run the benchmark on?
Do you have an example you'd like to run the benchmark on?
- Tue Aug 29, 2017 5:17 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
I can't test the inbuilt DX9 vs Bgfx DX9 at the moment - Only have a Linux Laptop were I am right now. The author of Bgfx says there is no big overhead: https://github.com/bkaradzic/bgfx/issues/631 In our cross-platform project we noticed significant fps improvements (40%) using bgfx instead of the ...
- Tue Aug 15, 2017 3:01 pm
- Forum: Project Announcements
- Topic: New DX11 / 12 / Vulkan / WebGL Renderer by JFT90
- Replies: 3
- Views: 3821
Re: New DX11 / 12 / Vulkan / WebGL Renderer by JFT90
I just saw this post - You are welcome! I am happy if it is useful for your projects. We didn't implement all the standard materials other drivers offer since we don't need them in our project. We require more customized materials/effects so we usually just write our own shaders. Standard shadows ar...
- Tue Aug 15, 2017 2:38 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
Hmmm... It should be possible to add the bgfx-driver to 1.7.3 without too much work You would need all the files containing *Bgfx* from source and probably should run a diff between the two versions to see the changes made to all Driver related parts. The driver supports anything as long as you writ...
- Sun Jul 23, 2017 7:46 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
We have added support for compute shaders and instancing. Also we decided to give users the ability to access some bgfx features more or less directly. Checkout the files in the include/ directory: IBgfxBuffer.h IBgfxManipulator.h IComputeShader.h We know thats not really nice as other drivers won't...
- Fri Oct 21, 2016 11:25 am
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
You need to run 'git checkout bgfx' inside the Irrlicht_extended folder you created with 'git clone...'
I forgot the cd command in my post before - so the full command sequence would be:
I forgot the cd command in my post before - so the full command sequence would be:
Code: Select all
git clone https://gitlab.com/JFT/Irrlicht_extended.git
cd Irrlicht_extended
git checkout bgfx
- Thu Oct 20, 2016 8:25 am
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
To pull the bgfx branch you just do: git clone https://gitlab.com/JFT/Irrlicht_extended.git git checkout bgfx maybe you need to use one more git pull after switching to the bgfx branch - normally its not necessary if you have a freshly cloned version. If we use a shader inside this version o...
- Wed Oct 19, 2016 8:25 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
Most of the parts needed for our project are working now with bgfx You can have a look at the bgfx branch of our irrlicht-fork here https://gitlab.com/JFT/Irrlicht_extended/tree/bgfx On Linux you can try to compile by running sh make-release.sh inside the main folder. We didn't implement all the mat...
- Fri Sep 16, 2016 8:53 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
Well, I didn't really look at the fps when I finally got the bgfx driver to start. Also it was also all build in debug and I think buffers were filled and submitted for rendering with invalid shader handles (bgfx catches those - but it costs ^^) Its all better now! I've made some progress - Sydney i...
- Thu Sep 08, 2016 1:28 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18879
Re: Implementing BGFX as a driver...
The text is coming from BGFX. It's part of BGFX's Debug Features:https://bkaradzic.github.io/bgfx/bgfx.h ... E8uint32_t . I decided to turn it on when you compile Irrlicht in Debug mode.