m_device->CreateCommandSignature(&commandSignatureDesc, m_rootSignature.Get(),IID_PPV_ARGS(&m_commandSignature)) 其中commandSignatureDesc指定它的内部结构,它其实是D3D12_INDIRECT_ARGUMENT_DESC的数组,数组的一个元素表示一条命令。 于是,D3D12_INDIRECT_ARGUMENT_DESC自然就决定了一条命令是怎么指定的。 D3D12...
D3D12ExecuteIndirect 示例使用 ID3D12GraphicsCommandList::ExecuteIndirect,如下所示:C++ 复制 // Data structure to match the command signature used for ExecuteIndirect. struct IndirectCommand { D3D12_GPU_VIRTUAL_ADDRESS cbv; D3D12_DRAW_ARGUMENTS drawArguments; }; ...
Demonstrates how to generate dynamic GPU workloads using the graphics command list's [**ID3D12GraphicsCommandList::ExecuteIndirect**](https://docs.microsoft.com/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist-executeindirect) API.
The problem can be reproduced by downloading the Execute Indirect Sample (https://github.com/Microsoft/DirectX-Graphics-Samples/tree/master/Samples/Desktop/D3D12ExecuteIndirect), duplicating the pipeline state and splitting the ExecuteIndirect commands into two commands. Something like t...
Tested using the 'Asteroids' demo [intel]: https://github.com/GameTechDev/asteroids_d3d12 (toggle ExecuteIndirect with key) Tested using the 'MiniEngine/Microsoft Samples : D3D12ExecuteIndirect' : https://github.com/Microsoft/DirectX-Graphics-Samples Both samples appear correc...
//D3D12ExecuteIndirect.h //*** added code ComPtr<ID3D12Resource> m_indexBuffer; ComPtr<ID3D12Resource> indexBufferUpload; D3D12_INDEX_BUFFER_VIEW m_indexBufferView; struct ModifiedIndirectCommand { D3D12_GPU_VIRTUAL_ADDRESS cbv; D3D12_INDEX_BUFFER_VIEW ibv; D3D12_DRAW_INDEXED_ARGUMENTS index...
我们先创建一个 js 文件,我们用记事本就好了,然后改个文件名,不妨就叫crash-cheat.js吧,你们可以随意! 然后把文件放到 source 文件夹的 js 文件夹的 src 里面。(我用的 next 主题,放这里统一存放,其他主题随意)
_In_opt_ ID3D12Resource *pCountBuffer, _In_ UINT64 CountBufferOffset 对应上述功能 Argument Buffer 和 Count Buffer 都是普通的 buffer。通常的做法是,在compute shader把在视锥体里面的物体挑选出来,把对应的参数写入 argement buffer,物体个数写入 count buffer,再调用ExecuteIndirect一次过画出来。
Demonstrates how to generate dynamic GPU workloads using the graphics command list's [**ID3D12GraphicsCommandList::ExecuteIndirect**](https://docs.microsoft.com/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist-executeindirect) API.
Demonstrates how to generate dynamic GPU workloads using the graphics command list's [**ID3D12GraphicsCommandList::ExecuteIndirect**](https://docs.microsoft.com/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist-executeindirect) API.