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Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Sun Sep 13, 2015 12:19 am
by Granyte
The performance patch is not yet pushed so yes the driver is setting render states multiple times per draw calls. That will be fixed once I push my patch.


Also there is an issue with gui rendering where the gui is using a single mesh buffer on every draw call forcing a pipeline stall every single time.

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Sun Sep 13, 2015 10:06 am
by airc
hi
are those issues gonna be fixed soon? , and any hint about when the driver (dx11) will be ready to use ?
some thing waiting for 5 years ago ;)

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Sun Sep 13, 2015 7:25 pm
by Granyte
for the state being re set multiple times I just need properly split the patch and upload it so nadro can have a look but since the project that ate all my time this summer is not over I have no idea when I will have the time. As for the GUI there is not much that can be done unless we rebuild the gui completly

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Mon Sep 14, 2015 6:24 am
by airc
thanks for the infos

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Mon Sep 14, 2015 8:11 am
by masm32
Hi,
For me the best solution, to be compatible with OpenGL and 3D9 is, to cache the cbuffer and the states in system memory, flag if there are changes (dirty flag) and only send the buffer as complete block to the driver before the draw call is made. Don't "never" use UpdateSubrecources, always Map and Unmap D3D11 Buffers, UpdateSubresources is painful slow.

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Mon Sep 14, 2015 5:41 pm
by Nadro
IMHO, in shader-pipeline we should modify SMaterial (we may leave SMaterial for backward compatibility and just add CMaterial class or similar eg. CPipelineState). With setters/getters in this class we will be able to implement "dirty" flag in an easy way and add grab/drop mechanism to this class. This class may be similar to PSO from D3D12.

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Wed Sep 16, 2015 4:24 am
by Granyte
I already implemented such a thing in the performance upgrade i did only the changed buffers are uploaded but you have to manualy not set the constant that didn't change

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Tue Oct 06, 2015 12:28 pm
by robmar
How's the driver coming along?

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Tue Oct 06, 2015 4:43 pm
by Granyte
I still don't have any free time

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Fri Nov 20, 2015 2:37 am
by Mel
At this rate, Irrlicht should have a DX11 driver at least, too bad there are no DX programmers in the Irrlicht project. =.=U

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Fri Nov 20, 2015 10:35 am
by robmar
There is at least one!

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Tue Nov 24, 2015 8:51 pm
by Granyte
The driver is almost complete but when the effect framework got removed a bug with transparency apeared and i's been nearly impossible to fix.

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Fri Nov 27, 2015 12:09 pm
by Mel
Damn, that's a back down... well good luck fixing it. I wish i could be of more help, but getting "down there" is still a bit rough for me XD. In the mean time, Irrlicht has almost ready the support for cubemaps, at least, the interface is prepared to distinguish between 2D and Cube textures. It would be a great addition as well :)

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Fri Jan 29, 2016 9:58 am
by Granyte
I think i have solved the One texture blend issue once and for all
but the text scene node still glitches and hide some on blend material node from rendering

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Fri Jan 29, 2016 11:34 am
by Mel
Nice to hear! :D Sorry for the dumb question, but.. this was actually a Direct3D11 video driver, right?.. i mean D3D10 didn't fare very well after all ^^U