Finally, a DirectX 10 video driver for Irrlicht
Re: Finally, a DirectX 10 video driver for Irrlicht
what do you mena by other vertex type?
Re: Finally, a DirectX 10 video driver for Irrlicht
all types that the fixedfunctionrenderer use
eg
EVT_STANDARD
EVT_TANGENTS
EVT_2TCOORDS
eg
EVT_STANDARD
EVT_TANGENTS
EVT_2TCOORDS
Re: Finally, a DirectX 10 video driver for Irrlicht
I applied a patch to branch. The last time a DX11 has been strongly improved
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Finally, a DirectX 10 video driver for Irrlicht
I am wondering, are you implementing any type of renderstate cache or the like?
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Finally, a DirectX 10 video driver for Irrlicht
I think that like D3D9, D3D11 have built-in states cache, but I may be wrong. Maybe Zerochen or Granyte can tell you more in this case.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Finally, a DirectX 10 video driver for Irrlicht
After chequing nethier dx9 nor dx10 have render cache state
Re: Finally, a DirectX 10 video driver for Irrlicht
No, DX9 doesn't have a renderstate cache on its own. It has an interface for some sort of renderstate management system, but not strictly a built in cache. Nor DX11 i guess, so, currently, while the driver is being built and tuned, it would be a good idea to add it also a renderstate cache system.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Finally, a DirectX 10 video driver for Irrlicht
Yes we should but i have no idea how to implement this and becasue my system is not working i cannot cheq it
Re: Finally, a DirectX 10 video driver for Irrlicht
hi, i m currently not sure what you mean by renderstate cache.
do you mean to save Sample, Rasterizer, Blend and so on? because that it already implemented
each state is saved in a map structure.
ps:
- OpenGl text is broken in example 11
- i ve another little patch (just clean up)
cleanup.patch
regards
zerochen
do you mean to save Sample, Rasterizer, Blend and so on? because that it already implemented
each state is saved in a map structure.
ps:
- OpenGl text is broken in example 11
- i ve another little patch (just clean up)
cleanup.patch
regards
zerochen
Re: Finally, a DirectX 10 video driver for Irrlicht
Yep, OGL in FVF need some small fixes related to states cache merged to this branch from trunk.
I'll apply patch tomorrow (today I don't have a time for even check it).
What mean renderstate cache? Save eg info about blending on/of or current active textures, shader etc to simple variables (bool, int etc) and call API method only when state/variable was changed. You can check COpenGLCallBridge how it works (I think that D3D has built-in similar states cache, but it will be nice to check it), but I think that states saved in map structure works exactly in the same way, so other additions in this case aren't important for D3D11?
I'll apply patch tomorrow (today I don't have a time for even check it).
What mean renderstate cache? Save eg info about blending on/of or current active textures, shader etc to simple variables (bool, int etc) and call API method only when state/variable was changed. You can check COpenGLCallBridge how it works (I think that D3D has built-in similar states cache, but it will be nice to check it), but I think that states saved in map structure works exactly in the same way, so other additions in this case aren't important for D3D11?
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Finally, a DirectX 10 video driver for Irrlicht
Well, you know, when you set a material, it sets a lot of render states, i was talking about a system that prevented that a state that doesn't change from a material to other didn't get actually changed. That goes for anything that requires a call to the runtime, FVF setting, texture filtering changes, and so on. For instance, changing a texture is unavoidable but maybe that both textures use the same filter settings, and those can be kept from one to other. That sort of things i was talking about.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Finally, a DirectX 10 video driver for Irrlicht
ok dx11 works a bit different. you dont have to call for every state a function like in dx9.
you have often a struct with the states. with that you create consant state that will be passed through the device.
currently the constant states are saved in a map so you dont have to recreate them
the only thing that can be optimized is that you dont have to set the constant state if it is already set but i think internally dx does the some (as nadro said)
i will test that next week
you have often a struct with the states. with that you create consant state that will be passed through the device.
currently the constant states are saved in a map so you dont have to recreate them
the only thing that can be optimized is that you dont have to set the constant state if it is already set but i think internally dx does the some (as nadro said)
i will test that next week
Re: Finally, a DirectX 10 video driver for Irrlicht
Ah, cool, it was sort of odd that if DX9 had so severe stall problems, they didn't make anything to solve them.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Finally, a DirectX 10 video driver for Irrlicht
I applied a patch
In example no. 10 we can see problems related to depth write by transparent objects.
In example no. 11 when we rotate a camera in some places, some artifacts are visible (bad tris are connected with gui I think, it's good visible in diffuse mode).
@Mel
This is open source project, so everyone can prepare a patch for optimize D3D9. We have limited resources.
In example no. 10 we can see problems related to depth write by transparent objects.
In example no. 11 when we rotate a camera in some places, some artifacts are visible (bad tris are connected with gui I think, it's good visible in diffuse mode).
@Mel
This is open source project, so everyone can prepare a patch for optimize D3D9. We have limited resources.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Finally, a DirectX 10 video driver for Irrlicht
I was referring to Microsoft i aknowledge the great effort you guys are doing.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt