352 reputation
111
bio website void
location Czech Republic
age 28
visits member for 2 years, 4 months
seen Dec 16 at 10:12

Computer Graphic programer and CG enthusiast


Dec
2
awarded  Popular Question
Jul
2
awarded  Curious
Nov
29
comment How do I deal with timeout detection and recovery in D3D?
unfortunately this does NOT work. Flush() was the first thing I was trying to insert between render chunks. No effect. But once I replace those Flush() with Present() - everything works fine and smooth.
Nov
28
awarded  Critic
Nov
28
comment How do I deal with timeout detection and recovery in D3D?
I'm limited to Win7 (and D3D 11) only. One way or another, I don't think long GPU lags (caused by extensive render/processing demands) are a good way to create responsive GUI.
Nov
28
comment How do I deal with timeout detection and recovery in D3D?
it turned out, that all TDR crashes I'm experiencing are NOT caused by long Draw calls, but by the long time between IDXGISwapChain::Present. If I put those calls inbetween my small render chunks, no TDR occurs.
Nov
28
comment How do I deal with timeout detection and recovery in D3D?
I know all this, and because I know that those registry values should not be manipulated I'm asking, what is measured by the TDR.
Nov
22
awarded  Autobiographer
Nov
22
asked How do I deal with timeout detection and recovery in D3D?
Nov
20
awarded  Popular Question
Oct
17
comment Resource management
Thanks a lot MooseBoys! I'll try that. This was exactly what I was thinking, but I couldn't find it clearly stated anywhere.
Oct
17
accepted Resource management
Oct
16
comment Resource management
I can imagine, that this could be because of some internal optimization. But in this case it is causing memory overfill problems...
Oct
16
comment Resource management
I'am limited to use VS 2008 (without Graphic Debugger). But I enabled DebugLayer on my device and when analyzing the output, I've discovered, that if I call ULONG r = pTexture->Release(); , then r = 0, but no "D3D11 INFO: Destroy ID3D11Texture3D" is printed out. So I suspect DX really not releasing the resource allocated in GPU memory.
Oct
16
awarded  Yearling
Oct
16
asked Resource management
Jul
4
comment Independent blending with DXGI_FORMAT_R16G16_SINT
that would be solution only if one render target was bound. The problem is, that I need to do discard independently on multiple render targets - which is not possible I think.
May
23
comment Shader registers for different graphics card
I don't think, that the support for DX11 or DX10.1 is the reason. More likely it's because one GPU is NVIDIA and the second is ATI - two different hardware & driver designs and DirectX implementations. I'd bet, that even in the case you downgrade your NVIDIA PC to DX10.1 it would still behave the same way. Yes, sometimes it could be confusing, why the app behaves different on various hardware, but (except bugs) it's always because you're performing some undefined (non-standard) action.
May
22
awarded  Editor
May
22
revised Shader registers for different graphics card
added 320 characters in body