DirectX 11 - Status
by Lopuska · in Torque 3D Professional · 03/15/2014 (5:02 pm) · 118 replies
Hi All!
Ok, we have cleaned the entire DX9 Layer! thanks to all devs that help and support me.
Now we have a modern DirectX9 layer without fixed function and deprecated functionality.
I think that The DX9 layer was really unmodified since a long time (:
We can talk about DirectX 11...
Here you have DirectX 11 Status:
Note: at the moment there are no DX11 features, but just a port.
The goal is to have a working version of DirectX 11 so next, we can develop support for tipical nextgen features.
Contributors: Andrew Mac, ZeroFault
gfxD3D11CardProfiler - OK
gfxD3D11Cubemap - OK
gfxD3D11Device - OK
gfxD3D11EnumTranslate - OK
gfxD3D11IndexBuffer - OK
gfxD3D11OcclusionQuery - OK
gfxD3D11QueryFence - OK
gfxD3D11Shader - OK
gfxD3D11StateBlock - OK
gfxD3D11Target - OK
gfxD3D11TextureManager - OK
gfxD3D11TextureObject - OK
gfxD3D11VertexBuffer - OK
repository:
https://github.com/Lopuska/Torque3D/tree/D3D9_D3D11_R%26D
Ok, we have cleaned the entire DX9 Layer! thanks to all devs that help and support me.
Now we have a modern DirectX9 layer without fixed function and deprecated functionality.
I think that The DX9 layer was really unmodified since a long time (:
We can talk about DirectX 11...
Here you have DirectX 11 Status:
Note: at the moment there are no DX11 features, but just a port.
The goal is to have a working version of DirectX 11 so next, we can develop support for tipical nextgen features.
Contributors: Andrew Mac, ZeroFault
gfxD3D11CardProfiler - OK
gfxD3D11Cubemap - OK
gfxD3D11Device - OK
gfxD3D11EnumTranslate - OK
gfxD3D11IndexBuffer - OK
gfxD3D11OcclusionQuery - OK
gfxD3D11QueryFence - OK
gfxD3D11Shader - OK
gfxD3D11StateBlock - OK
gfxD3D11Target - OK
gfxD3D11TextureManager - OK
gfxD3D11TextureObject - OK
gfxD3D11VertexBuffer - OK
repository:
https://github.com/Lopuska/Torque3D/tree/D3D9_D3D11_R%26D
About the author
#62
07/31/2014 (5:25 am)
That's awesome. Is that a custom code base or is it based off anis branch? You should put the code up on github, I can help with shaders/shadergen.
#63
07/31/2014 (5:47 am)
fantastic guys :)
#64
08/02/2014 (1:16 am)
There are plans to make use of XNA math library? On Windows, the library uses the SSE2 (Streaming SIMD Extensions 2) instruction set.
#66
08/02/2014 (4:52 am)
Using it only within the D3D9 layer is not going to make that much difference i don't think. Going off topic a little but it would be great to have some better real-time stats(profiler information) available at run-time.
#67
Oh! yes, I have to update my knowledge a little. Thanks ;-)
@Timmy
Well, not on D3D9. I'm thinking on 11.
What math library will be used for D3D11 layer? The same as D3D9?
08/02/2014 (7:22 am)
@DanielOh! yes, I have to update my knowledge a little. Thanks ;-)
@Timmy
Well, not on D3D9. I'm thinking on 11.
What math library will be used for D3D11 layer? The same as D3D9?
#68
08/02/2014 (8:05 am)
Double post
#70
Note: I'm only doing a basic port for right now. So there will not be any new features from DX11 included for now.
So here is the DX11 Status so far:
ShaderGen- updated support for HLSL 4.0 and 5.0 targets. Most of the files in the shader/common folder as well...
D3D11Cubemaps: not fully working yet
Pretty much everything else works
Issues:
I'll put up some screenshots later
09/20/2014 (6:06 pm)
Hey guys, sorry I haven't updated my progress on the port. I was busy with work and college that I didn't have time to work on it. Also, I was waiting to see if Anis was coming back to finish the rest of his port.Note: I'm only doing a basic port for right now. So there will not be any new features from DX11 included for now.
So here is the DX11 Status so far:
ShaderGen- updated support for HLSL 4.0 and 5.0 targets. Most of the files in the shader/common folder as well...
D3D11Cubemaps: not fully working yet
Pretty much everything else works
Issues:
- Shadows disappearing at certain angles and distances from the camera.
- Particles not rendering correctly.
- Some Textures and resources not releasing on shutdown.
I'll put up some screenshots later
#71
I'd suggest tossing it onto git so others can start looking into those remaining issues to help out. Even if Anis does roll back in to wrap it up, having your work would be good in the interim.
Looking forward to all this :)
09/20/2014 (8:29 pm)
Very nice. Looking forward to those screens. I'd suggest tossing it onto git so others can start looking into those remaining issues to help out. Even if Anis does roll back in to wrap it up, having your work would be good in the interim.
Looking forward to all this :)
#72
09/21/2014 (1:42 am)
Awesome to have you back, ZeroFault :).
#73
Sorry for my long absence! In last month I moved to France. Now I'm living here.
Next week, I'll return working in Torque to finish the rest of work in the porting.
@ZeroFault Good job! Thanks for your great progress while I was away!
Add me on Skype when you can: anish1992
Together I'm sure that we can finish the port in few days.
Thanks everyone for your support and for allowing DX11 Torque3D a true reality!
Anis
09/21/2014 (5:45 am)
Hi Guys =)Sorry for my long absence! In last month I moved to France. Now I'm living here.
Next week, I'll return working in Torque to finish the rest of work in the porting.
@ZeroFault Good job! Thanks for your great progress while I was away!
Add me on Skype when you can: anish1992
Together I'm sure that we can finish the port in few days.
Thanks everyone for your support and for allowing DX11 Torque3D a true reality!
Anis
#74
09/21/2014 (1:31 pm)
Welcome back Anis :)
#75
09/21/2014 (1:35 pm)
Woo!
#76
09/21/2014 (1:51 pm)
Yesss........ It would be nice to see it finished.
#77
09/21/2014 (4:31 pm)
I have one word: Woot!
#78
I'll get it up on git hub as soon as I can. I have to clean up some code before I upload it.
@Anis
Great! I'm glad you're back since it will make it a lot easier to finish this. I'll contact you on Skype soon.
09/21/2014 (10:48 pm)
@Jeff I'll get it up on git hub as soon as I can. I have to clean up some code before I upload it.
@Anis
Great! I'm glad you're back since it will make it a lot easier to finish this. I'll contact you on Skype soon.
#79
09/24/2014 (1:55 am)
Great news, looking forward to testing this out.
#80
09/24/2014 (1:07 pm)
Wow, you guys are making a lot of progress since I saw this last, keep up the good work, We're all rooting for you!
ZeroFault
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