Work Submission in Direct3D 12 State management Each instance only supports drawing from one thread at a time, but you can simultaneously draw on multiple threads if you create a separate effect instance per command list. Threading modelĬreation is fully asynchronous, so you can instantiate multiple effect instances at the same time on different threads. Any change to state, input layout, or combination of options that would result in different shader being used requires creating a new effect instance. ID3D12DescriptorHeap* heaps = ,īecause DirectX 12 Pipeline State Objects (PSOs) are immutable, all options must be provided to the effect constructor. Typically you make use of a DescriptorHeap for the texture descriptors and CommonStates for the sampler descriptors. When you set a texture for an effect, you provide a texture descriptor and a sampler descriptor. EffectFlags::Velocity: Enable optional velocity feature (see PBREffect).EffectFlags::Fresnel: Enable optional Fresnel feature (see EnvironmentMapEffect).EffectFlags::Emissive: Enable optional emissive/emissiveMap feature (see PBREffect).EffectFlags::Specular: Enable optional specular/specularMap feature (see EnvironmentMapEffect and NormalMapEffect).EffectFlags::Instancing: Enable optional GPU instancing feature (See NormalMapEffect, PBREffect, and DebugEffect).These are also special-use effect flags used by some of the built-in shaders: EffectFlags::BiasedVertexNormals: Enables support for compressed vertex normals which require *2 - 1 biasing at runtime.EffectFlags::Texture: Enables use of texturing which requires texture coordinates in the input layout.EffectFlags::VertexColor: Enables use of a per-vertex color which requires a vertex color in the input layout.EffectFlags::PerPixelLighting: Enables per-pixel lighting which requires a vertex normal in the input layout.EffectFlags::Lighting: Enables lighting which requires a vertex normal in the input layout.&VertexPositionNormalTexture::InputLayout,įor exception safety, it is recommended you make use of the C++ RAII pattern and use a std::unique_ptr or std::shared_ptr FlagsĮffects flags supported for built-in shaders: M_deviceResources->GetDepthBufferFormat()) RenderTargetState rtState(m_deviceResources-> GetBackBufferFormat(), Related tutorials: Simple rendering, 3D shapes, Rendering a model, Using skinned models, Using advanced shaders, Multistream rendering and instancing, Authoring an Effect See also EffectFactory, EffectTextureFactory DGSLEffect / SkinnedDGSLEffect) that is supported by the DirectX 11 version. This effect also supports GPU instancing.ĭirectX Tool Kit for DirectX 12 does not support the Visual Studio Shader Designer (DGSL) content pipeline (i.e. DebugEffect which implements debugging shaders such as visualization of normals, tangents, and bi-tangents as well as supporting hemispherical ambient lighting. SkinnedPBREffect which extends SkinnedEffect to support PBR.This effect also supports GPU instancing. PBREffect which implements a Disney-style (Roughness/Metalness workflow) Physically-Based Renderer effect using image-based lighting.
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