Driver request : DirectX 10 support
Yeah, seriously. I think people have to realize that DX10 really isn't worth the time, Mark Rein of Epic Games realized that. They aren't jumping at the chance to integrate the technology into Unreal Engine 3, and the licensees aren't complaining. Have you ever noticed that even companies specifically under Microsoft are developing with the Unreal Engine, thus making even no Microsoft-exclusive games being released for Vista, virtually.
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to be honest im not sure what to think about it all, since again the same subject is just being reincarnated again (just like when hardware acceleration came out and quake refused to do software rendering, and when doom3 cut out those who dont have dx9 cards) its just a different format with a different name. I do agree tho, that microsoft could have at least made an effort to either make the coding similar enough (maybe an special form of dx9) that someone writing a dx10 engine, could still change a call and have it use dx9 on winxp so that the internal rendering engine doesnt have to be wrote twice.
then, when you done porting everything to vista, W1ndoW$ 7 is released! what, more works?
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I guess that DX10 support will come when somebody who wants it takes the time to add it, hint, hint.
Please upload candidate patches to the tracker.
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dx10 has no fixed functionality, that's slashing half of irrlicht, like hitting it at the knee.
dx10 will mutate irrlicht, tho. a new kind of look and feel she will be.
see http://www.gamespot.com/features/6171326/index.html for a comparison of 9 and 10
also http://www.driverheaven.net/articles/dx10/
btw, i have cloned and modded dx9 code, not really done yet. when it's done it should allow me to play with dx10 only features. im still removing dx9 specific interfaces while adding new semantic mostly gpu related for dx10.
dx10 will mutate irrlicht, tho. a new kind of look and feel she will be.
see http://www.gamespot.com/features/6171326/index.html for a comparison of 9 and 10
also http://www.driverheaven.net/articles/dx10/
btw, i have cloned and modded dx9 code, not really done yet. when it's done it should allow me to play with dx10 only features. im still removing dx9 specific interfaces while adding new semantic mostly gpu related for dx10.
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Well, ogl-es 2.0 also doesn't have fixed function pipeline anymore, but it wasn't too hard to make most of the stuff working again. With some more shader knowledge I might even have finished that driver already. Don't think that dx10 would be much harder, besides the already known weirdness of dx10 you can read about everywhere.
you heard it from the man himself.
it looks like we'll have something coming...
soon.
he said it here.
that's for the record.
anyway, i'm currently playing around with this test code fragment, trying to semantically place it in irrlicht namespace.
it looks like we'll have something coming...
soon.
he said it here.
that's for the record.
anyway, i'm currently playing around with this test code fragment, trying to semantically place it in irrlicht namespace.
Code: Select all
ID3D10InputLayout* g_pVertexLayout = NULL;
struct SimpleVertex
{
D3DXVECTOR3 Pos;
D3DXVECTOR4 Color;
};
D3D10_PASS_DESC PassDesc;
g_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc );
hr = g_pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pVertexLayout );
// Set the input layout
g_pd3dDevice->IASetInputLayout( g_pVertexLayout );
// Create vertex buffer
SimpleVertex vertices[] =
{
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR4( 0.0f, 1.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR4( 0.0f, 1.0f, 1.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR4( 1.0f, 0.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR4( 1.0f, 0.0f, 1.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR4( 1.0f, 1.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR4( 1.0f, 1.0f, 1.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR4( 0.0f, 0.0f, 0.0f, 1.0f ) },
};
D3D10_BUFFER_DESC bd;
bd.Usage = D3D10_USAGE_DEFAULT;
bd.ByteWidth = sizeof( SimpleVertex ) * 8;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA InitData;
InitData.pSysMem = vertices;
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btw can we use shader model 4 on irrlicht's opengl driver support to load geometry shaders?
i'v read both yes and no.
has i work on linux only and i mean only, i don't have any windows on all my computers and then compile to linux with g++ and windows with mingl and send de demos to a friend of mine to test them on XP and Vista and they run really well using opengl 2.1 wich support geometry shaders on XP(i don't give a s**t about directx only opengl exists to me anyway) has for mac i hope i soon find a way to compile for it too since it is another opengl only environment but unfortunately i don't have access to one.
anyway i am using some little apps to design shaders similar to render monkey that i am using to learn glsl and it support shader model 4 and geometry shaders, now when the time comes and after proper moding the shaders will i be able to use them on irrlicht and have support for geometry with shader model 4?
has for opengl3 and future directx for those that doesn't know theres a new bad boy in town and it is called gallium3d that is supposed to "replace" both opengl and directx, it is an abstraction layer and it is crossplatform retro compatible at least with opengl and directx, it is being design to also take advantage of the cell processing power on ps3 insted of the nvidia gpu and some other features and it is free opensource aimed to become a standard.
you can check it out here
http://en.wikipedia.org/wiki/Gallium_3D
here
http://mesa3d.sourceforge.net/
and here
http://www.tungstengraphics.com/technol ... ium3d.html
i'v read both yes and no.
has i work on linux only and i mean only, i don't have any windows on all my computers and then compile to linux with g++ and windows with mingl and send de demos to a friend of mine to test them on XP and Vista and they run really well using opengl 2.1 wich support geometry shaders on XP(i don't give a s**t about directx only opengl exists to me anyway) has for mac i hope i soon find a way to compile for it too since it is another opengl only environment but unfortunately i don't have access to one.
anyway i am using some little apps to design shaders similar to render monkey that i am using to learn glsl and it support shader model 4 and geometry shaders, now when the time comes and after proper moding the shaders will i be able to use them on irrlicht and have support for geometry with shader model 4?
has for opengl3 and future directx for those that doesn't know theres a new bad boy in town and it is called gallium3d that is supposed to "replace" both opengl and directx, it is an abstraction layer and it is crossplatform retro compatible at least with opengl and directx, it is being design to also take advantage of the cell processing power on ps3 insted of the nvidia gpu and some other features and it is free opensource aimed to become a standard.
you can check it out here
http://en.wikipedia.org/wiki/Gallium_3D
here
http://mesa3d.sourceforge.net/
and here
http://www.tungstengraphics.com/technol ... ium3d.html
Are you referring to this: GL_EXT_geometry_shader4/GL_NV_geometry_program4.vectorcorpse wrote:btw can we use shader model 4 on irrlicht's opengl driver support to load geometry shaders?
i'v read both yes and no.
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