void SetDeleteOnDestroy(); D3D12_SHADER_CACHE_SESSION_DESC GetDesc(); } enum D3D12_SHADER_CACHE_KIND_FLAGS { D3D12_SHADER_CACHE_KIND_FLAG_IMPLICIT_D3D_CACHE_FOR_DRIVER = 0x1, D3D12_SHADER_CACHE_KIND_FLAG_IMPLICIT_D3D_CONVERSIONS = 0x2, D3D12_SHADER_CACHE_KIND_FLAG_IMPLICIT_DRIVER_MANAG...
Clear Shader Cache Navigate to the Shader Cache location and delete any existing cache files. For DirectX12, the location might be in a folder related to your DirectX installation. For Vulkan, the cache might be stored in a Vulkan-specific location...
Currently implemented types are hash and array, with potential extension to support bloom filters, radix trees, etc. A map is defined by its type, maximum number of elements, key size and value size in bytes. eBPF syscall supports create, update, find and delete functions on ...
问使用DirectX12着色器与ConsumeStructuredBuffer时的根签名错误EN代码签名证书在购买的时候一定要通过正规的...
Consider a new option. Suppose shader threads running on the GPU (producers) can request other work to run (consumers). Consumers can be producers as well. The system can schedule the requested work as soon as the GPU has capacity to run it. The app can also let the system manage memory...
使用DirectX Control Panel可以方便的设置DirectX相关的东西,比如用Debug库还是Release库,是否检测内存泄漏,是否允许Shader调试等等,这个工具的位置在...\Microsoft DirectX SDK\Utilities\bin\x86,界面如下图。 使用PIX分析D3D应用程序 PIX是调试和分析D3D应用程序的,该工具位于...\Microsoft DirectX SDK\Utilities\bin\...
在本教程中,我们将学习如何在DirectX 12中绘制一些位图文本。我们还将学习如何使用高精度计时器来获取每秒的帧数,以及使游戏逻辑的时序保持一致,而不是像前面的教程中那样基于计算机的运行速度。 介绍 在本教程中,我们将学习如何使用位图字体在DirectX 12中绘制文本。 为了显示文本,我们将使用QueryPerformanceTimer API每秒...
(AI_CONFIG_PP_SBP_REMOVE,aiPrimitiveType_LINE|aiPrimitiveType_POINT);autopAssimpScene=importer.ReadFile(filename.data(),aiProcess_ConvertToLeftHanded|// 转为左手系aiProcess_GenBoundingBoxes|// 获取碰撞盒aiProcess_Triangulate|// 将多边形拆分aiProcess_ImproveCacheLocality|// 改善缓存局部性aiProcess_...
// If this fails, there should be debug output as to // they the .fx file failed to compile V_RETURN( DXUTGetGlobalResourceCache().CreateEffectFromFile( pd3dDevice, str, NULL, NULL, g_dwShaderFlags, g_pEffectPool, &g_pEffect, NULL ) ); // Create the meshes for( int i = 0...
VertexShader=compile vs_2_0 RenderSceneVS(1,false,false); PixelShader=compile ps_2_0 RenderScenePS(false);//trivial pixel shader (could use FF instead if desired) } } //=== //Desc: 主程序源文件 //=== #include"dxstdafx.h" #include"resource.h" /...