概述 要在Android设备上收集和使用PSO(Pipeline State Object)缓存,需要知道每一个材质和其所使用到的shader的对应关系信息,这可以通过命令行工具 ShaderPipelineCacheTools 生成这些映射信息,并把数据保存在.csv文件里,cook时这些信息会被用于创建POS缓存 配置工… ...
Please see4.21 Physics Technical Notesfor more information. New: Pipeline State Object (PSO) Caching We now support Pipeline State Object (PSO) Caching on Metal (iOS/Mac), DX12 and Vulkan platforms. PSO caching helps reduce any hitches your project might encounter when a Material requires a ne...
0 to disable the pipeline state disk cache1 to enable the pipeline state disk cache (default) D3D12.PSO.DriverOptimizedDiskCache Enables a disk cache for driver-optimized Pipeline State Objects (PSOs).PSO descs are cached to disk so subsequent runs can create PSOs at load-time instead of at...
然后去Pipeline State这个窗口,选择需要修改的Shader类型,这里想要修改Vertex Shader,点击Edit,注意,在Vertex Shader Edit窗口,修改Pixel Shader的文件,是不生效的: 然后找到你要修改的文件,比如LocalVertexFactory.ush,直接在RenderDoc写代码,修改完点击Apply changes,修改就直接应用到Shader上了,注意Errors窗口的编译报错:...
In Direct3D 12, some programmable stages are grouped to form a single object known as pipeline state object (PSO) so that the each hardware state is set only once by the entire group, preventing hardware mismatch overhead. These states can now be used directly, instead of having to spend ...
In addition, we’ve implemented automated Pipeline State Object (PSO) caching for DX12, simplifying the process needed to prepare a game for shipping in DX12. All developers and creators will benefit from on-demand shader compilation—where only the shaders needed to render what is seen on sc...
This document universally refers to GPU state with the term Pipeline State Object (PSO), a name used in D3D12 API. Other APIs use slightly different names. For example, Vulkan usespipeline, and Metal usespipeline state. However, conceptually they all are similar. ...
needed to make dozens of separate calls to configure GPU parameters on the fly before issuing draw calls. More recent graphics APIs, such as Direct3D 12 (D3D12), Vulkan, and Metal, support using packages of pre-configured GPU state information, called Pipeline State Objects (PSOs), to change...
The client receives the packet with the latest avatar position and updates the avatar state with the new location By then, it has been a 100ms round-time trip (RTT) before the client can even update its position in the game. To make matters worse, the client is now 50ms (1/2 RTT)...
Bases: StructBase Interchange Pipeline Property State Per Context C++ Source: Module: InterchangeCore File: InterchangePipelineBase.h Editor Properties: (see get_editor_property/set_editor_property) visible (bool): [Read-Write] If true, the property is visible.Table...