Driver request : DirectX 10 support
well, it looks like dx10 has this thing called resources that i need to be aware of.
more than that, textures and vextices are now under a new scheme. handling is very different since it is now tied to cpu and gpu depending on a descriptor.
well, this is all in good fun, tho.
i'm waiting for that day when i'll be able to play around in dx10. irrlicht has the goods for loading meshes into these buffers. it is surely a good combo to see it working.
more than that, textures and vextices are now under a new scheme. handling is very different since it is now tied to cpu and gpu depending on a descriptor.
well, this is all in good fun, tho.
i'm waiting for that day when i'll be able to play around in dx10. irrlicht has the goods for loading meshes into these buffers. it is surely a good combo to see it working.
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:/ well I'll have to get myself more familiar with the engine internal, has i am still too rusty and still studding both glsl and how irrlicht engine internals work, but has soon has o manage to understand how to change thing inside and how the geometry shader compilation works i'll give it a try (even though the most likely thing to happen is irr get it done by someone else by that time, if not i'll be volunteer nº1).
i still can't find all the code related to the implemented functions inside the engine and have allot of trouble following functions dependencies, i'm not criticizing developers or the method used, i'm only saying that i'm too rusty and it will take time for me to get familiarized with it to the point of actually being able add new code or patches.
aside that good luck to u all and keep up the good work
i still can't find all the code related to the implemented functions inside the engine and have allot of trouble following functions dependencies, i'm not criticizing developers or the method used, i'm only saying that i'm too rusty and it will take time for me to get familiarized with it to the point of actually being able add new code or patches.
aside that good luck to u all and keep up the good work
IrrSpintz has had DX10 for a while, though it seems as though I'm the only person who's actually done something with it (a real-time pixel-shader raytracer that I needed SM4.0 for).
If anyone wants to grab the source code (now "3Demon") you'll see that I've also contributed a starting point for fixed-function emulation for the DX10 driver.
If anyone wants to grab the source code (now "3Demon") you'll see that I've also contributed a starting point for fixed-function emulation for the DX10 driver.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
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yes i know, but useless since only vista users would take advantage of it now has for opengl 2.1 with shader model 4 that would be really useful since it would affect all users XP, vista, linux, mac... also irrspitz doesn't support linux witch leaves me and everyone here at home out of that engine since i use linux only, but i do develop for cross platform with mingw over linux to compile for windows users (obviously without directx support) unfortunatly i haven't found a way to do the same for mac, and since i don't actualy own one i think it will take long to support them (at least until i get enough money to get on one) i think the opensource mac community could develop mingw similar for them, or better yet organize a petition to the mac company it self to release an cross platform compiler similar to mingl for they're product under gpl.
another thing irrspitz has is cube mapping witch would do wonders if combined with blindside's xeffects and also his virtual cube mapping were he showed some screenshots of his cube shadow mapping still under development, i think real cube mapping in the engine itself could increase performance and quality on both his implementations, unfortunately that is not on schedule for soon, spintz implementation doesn't qualify has a candidate and i cant even see it working here since it is a windblows only engine and i don't intent to re-port it back to a crossplatform or bother other developers to do it for me, just to test it out, same goes for any HLSL only shader implementation i see sometimes here, or better i never get to see running in contrast to GLSL that anyone can see and test.
another thing irrspitz has is cube mapping witch would do wonders if combined with blindside's xeffects and also his virtual cube mapping were he showed some screenshots of his cube shadow mapping still under development, i think real cube mapping in the engine itself could increase performance and quality on both his implementations, unfortunately that is not on schedule for soon, spintz implementation doesn't qualify has a candidate and i cant even see it working here since it is a windblows only engine and i don't intent to re-port it back to a crossplatform or bother other developers to do it for me, just to test it out, same goes for any HLSL only shader implementation i see sometimes here, or better i never get to see running in contrast to GLSL that anyone can see and test.
Dude!
Whoooaaa!
Wait right there.
And you said....
really sorry to see that coming from your post.
Whoooaaa!
Wait right there.
And you said....
you're setting yourself up for a major disaster.but i do develop for cross platform with mingw over linux to compile for windows users
really sorry to see that coming from your post.
Last edited by dlangdev on Mon Jul 07, 2008 1:34 am, edited 1 time in total.
that's pretty awesome.sio2 wrote:IrrSpintz has had DX10 for a while, though it seems as though I'm the only person who's actually done something with it (a real-time pixel-shader raytracer that I needed SM4.0 for).
If anyone wants to grab the source code (now "3Demon") you'll see that I've also contributed a starting point for fixed-function emulation for the DX10 driver.
need to check that out soon, tho.
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yes, i do (for now)
sure it would be better if i compiled directly under windows, but i cant afford to buy windows at the moment, but i do send the files to a friend of mine that exhaustively test it under both XP and vista(the only problem i had so far was an outdated nforce chipset and nvidia drivers giving out messed up textures, but solved with a simple driver upgrade), and also intend to release anything i develop under an opensource license (still deciding which one) including the source with the respective packages so if any issue arise on windows anyone will be able to re-compile the source under native windows for better performance.
when i get some money my intension is to setup 2 extra machines 1 for windows and another for mac.
sure it would be better if i compiled directly under windows, but i cant afford to buy windows at the moment, but i do send the files to a friend of mine that exhaustively test it under both XP and vista(the only problem i had so far was an outdated nforce chipset and nvidia drivers giving out messed up textures, but solved with a simple driver upgrade), and also intend to release anything i develop under an opensource license (still deciding which one) including the source with the respective packages so if any issue arise on windows anyone will be able to re-compile the source under native windows for better performance.
when i get some money my intension is to setup 2 extra machines 1 for windows and another for mac.
ok, i'll have to take back what i wrote here. adding a dx10 device is too tedious, too complex.
i'll just write a simple wrapper around dx10 so that i can continue setting-up the test programs. it will cover mostly msaa and alpha to coverage, perhaps streaming too, if the wrapper code can do it.
threading is part of the requirement as well.
i'll just write a simple wrapper around dx10 so that i can continue setting-up the test programs. it will cover mostly msaa and alpha to coverage, perhaps streaming too, if the wrapper code can do it.
threading is part of the requirement as well.
i got to a point where i can test the classes using the code fragment shown below. once i get it stable, i'll put it under irrlicht dx10 later.
next step is figure out how (multi-core) threading will work with meshes, materials and textures.
next step is figure out how (multi-core) threading will work with meshes, materials and textures.
Code: Select all
deviceDX10* dx10 = new deviceDX10(1024,768);
if ( dx10->initDevice() )
{
while ( dx10->run() )
{
dx10->beginRender();
dx10->endRender();
}
dx10->cleanUp();
}
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Yes, of course:)christianclavet wrote:Hummm... Is the current DX9 driver currently support multi-core GPU?
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
this is the one i'm referring to...
http://www.threadingbuildingblocks.org/
pthreads and win32 threads are a bit too complex for me to use for irrlicht, there's too many variables to juggle. so, i'm looking for other ways of approaching the same problem.
i'm kinda blazing the frontier here using irrlicht as my test tool. so it's basically more of an experiment at the moment.
sorry fellas, don't hold your breath on this one.
http://www.threadingbuildingblocks.org/
pthreads and win32 threads are a bit too complex for me to use for irrlicht, there's too many variables to juggle. so, i'm looking for other ways of approaching the same problem.
i'm kinda blazing the frontier here using irrlicht as my test tool. so it's basically more of an experiment at the moment.
sorry fellas, don't hold your breath on this one.