Timeline for Run HLSL in C++ Basic Sample
Current License: CC BY-SA 3.0
44 events
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Jul 7, 2015 at 19:45 | comment | added | Etienne Charland | Thanks for all the feedback! DirectCompute is a good start, but it appears some things that were said were inaccurate. stackoverflow.com/questions/2853997/… HLSL can run on DirectX9. Furthermore, there are syntax differences between HLSL for DX9 and DX11, and I believe the scripts I want to run were written for DX9. Still not sure how to run them, but it's a start. | |
Jul 6, 2015 at 19:39 | comment | added | Etienne Charland | This is the script I want to run. It doesn't seem the same as the BasicCompute sample. First, the main function's name is called "main" instead of "CSMain". Second, it uses data types like float2, float3 and float4 while BasicCompute uses standard data types. So, is it the same or something else? Will DirectCompute run this script or it has to be done through other means? github.com/zachsaw/MPDN_Extensions/blob/master/Extensions/… | |
Jul 6, 2015 at 19:09 | comment | added | Etienne Charland | Doesn't this run on DX9? msdn.microsoft.com/en-us/library/windows/desktop/… The DX11 BasicCompute sample seems to do most of the work: create the instance, feed data in, run the script, read the data back, terminate. How easy or difficult can it be to translate AviSynth frame data into a DirectCompute square buffer and then translating it back? Unless I'm missing something, that would be the only thing missing from the basic sample. | |
Jul 6, 2015 at 18:02 | comment | added | Chuck Walbourn | For a Windows desktop DirectX 11 template (i.e. that works on Windows 7), see Direct3D Win32 Game Visual Studio template. For a simple tutorial, see MSDN Code Gallery or GitHub. | |
Jul 6, 2015 at 18:01 | comment | added | Chuck Walbourn | The DirectX 11 API runs on DX9 era hardware through a mechanism called Feature Levels. Feature Level 9.1 covers basically all Direct3D graphics hardware that has a WDDM driver (as opposed to the Windows XP era XPDM). The DirectCompute sample won't work, however, since that requires Feature Level 10.0 with optional support. | |
Jul 6, 2015 at 17:55 | answer | added | Honeybunch | timeline score: 1 | |
Jul 6, 2015 at 17:40 | comment | added | Etienne Charland | It would be OK to limit to DX11 if it could run on the CPU as a fallback plan. Any pointers about how to instead execute the same HLSL script on the CPU? | |
Jul 6, 2015 at 16:43 | comment | added | Etienne Charland | It sounds like this is getting closer. But then that requires DX11 and won't work on systems with a DX9 graphic card? code.msdn.microsoft.com/windowsdesktop/… | |
Jul 6, 2015 at 16:42 | review | Close votes | |||
Jul 24, 2015 at 3:02 | |||||
Jul 6, 2015 at 16:33 | comment | added | Sean Middleditch | Two things that might just help you Google better info: OpenCL has nothing to do with HLSL (OpenCL is a completely separate language and library) and the DirectX API you're looking for is DirectCompute (which is Microsoft's rough equivalent to OpenCL) or possibly you're even just looking for something like Microsoft's AMP (write C++ code that can be offloaded to the GPU). | |
S Jul 6, 2015 at 16:29 | history | edited | Etienne Charland | CC BY-SA 3.0 |
added 62 characters in body
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S Jul 6, 2015 at 16:29 | history | suggested | Vaillancourt♦ | CC BY-SA 3.0 |
Removed what was completely off-topic (you can't ask for code samples here).
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Jul 6, 2015 at 16:23 | review | Suggested edits | |||
S Jul 6, 2015 at 16:29 | |||||
Jul 6, 2015 at 16:20 | review | First posts | |||
Jul 6, 2015 at 16:25 | |||||
Jul 6, 2015 at 16:18 | history | asked | Etienne Charland | CC BY-SA 3.0 |