DirectX 11 render system - work-in-progress

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Assaf Raman
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Re: DirectX 11 render system - work-in-progress

Post by Assaf Raman »

@micheallarkin:
https://sourceforge.net/tracker/index.p ... tid=302997
Thanks for your patch. However, according to our records we do not appear
to have received a Contributor License Agreement from you yet, which means
we cannot accept your code into the core yet.

In order for us to accept your contribution, please can you submit a
contributor agreement as discussed in this page:
http://www.ogre3d.org/developers/submit-patch .

Thanks!
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Re: DirectX 11 render system - work-in-progress

Post by micheallarkin »

Hmm.. I sent in the Contributor Licence agreement at the same time as the patch, and received a confirmation... I've sent it again just now.
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Re: DirectX 11 render system - work-in-progress

Post by Assaf Raman »

Applied to default branch (unstable).
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Re: DirectX 11 render system - work-in-progress

Post by boyamer »

NVIDIA releases the new SDK 11 which is only directx 11 based.
take look on what would be possible if we have directx 11 support into Ogre3D (http://www.geeks3d.com/20110406/nvidia- ... d-11-only/).
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Re: DirectX 11 render system - work-in-progress

Post by Mind Calamity »

Any news when DX11 support for OGRE will be stable ?
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Re: DirectX 11 render system - work-in-progress

Post by Assaf Raman »

Well, I am working slowly on it. Still lots of issues. I will be happy for any help\patch.
I hope to work on a product that needs it in a few months - then perhaps I will speed things up.
Do you need d3d11 for any real use or you just want to play with it?
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Re: DirectX 11 render system - work-in-progress

Post by Mind Calamity »

Assaf Raman wrote:Well, I am working slowly on it. Still lots of issues. I will be happy for any help\patch.
I hope to work on a product that needs it in a few months - then perhaps I will speed things up.
Do you need d3d11 for any real use or you just want to play with it?
Not yet, no, but around August I will probably seriously need it, I'm still somewhat a beginner in to 3D graphics programming, so I can't really help much...

How much would DX11's progress be in percent ?
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Re: DirectX 11 render system - work-in-progress

Post by Assaf Raman »

I don't understand what you are asking.
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Re: DirectX 11 render system - work-in-progress

Post by Mind Calamity »

Assaf Raman wrote:I don't understand what you are asking.
I was asking you how much would you say that DX 11 is complete for example 25%, 50%, 75% ?
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Re: DirectX 11 render system - work-in-progress

Post by Assaf Raman »

75% or more.
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Re: DirectX 11 render system - work-in-progress

Post by Mind Calamity »

Assaf Raman wrote:75% or more.
That's music to my ears :D You just made my day/night :D

If I get better at C++ during this summer I'll help out :D
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Re: DirectX 11 render system - work-in-progress

Post by Assaf Raman »

Feel free. Compile the trunk, run with the d3d11 render system, start a sample - see what doesn't work, fix it, submit a patch and I will apply it.
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Re: DirectX 11 render system - work-in-progress

Post by Assaf Raman »

No one is really working on it now.
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Re: DirectX 11 render system - work-in-progress

Post by LBDude »

I may start checking this out soon. It will crash on me when I run it right now, though. I have an ATI 4870x2 so not exactly DX11. I was hoping that it would detect this and would at least give me DX10.
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Re: DirectX 11 render system - work-in-progress

Post by Assaf Raman »

It should work, when does it crash?
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Re: DirectX 11 render system - work-in-progress

Post by LBDude »

I'm not sure, I just ran it that one time. I need to step with a debugger, will let you know.
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Re: DirectX 11 render system - work-in-progress

Post by ramin »

Seems this is an active area to contribute to. Any help?
I'm not much experienced with OGRE3D or DX11 but would be interested to help.
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Re: DirectX 11 render system - work-in-progress

Post by evandropaulino »

Hi for all.

My name is Evandro, and I started an implementation of a DirectX 11 video driver for Irrlicht.

I would like to help finish the DirectX 11 Render System. First of all, I have a question for Assaf: why did you removed DrawAuto call and used Query to perform Stream Output? The advantage of DrawAuto is to allow CPU to continue their tasks and with Query we have to wait Stream Output execution!!

Hope I can help all.
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Re: DirectX 11 render system - work-in-progress

Post by Assaf Raman »

Don't really remember, you are welcome to submit a patch.
If you are planning to work on the d3d11 render system - I recommend you will create a public fork in bitbucket and do your work there - it will be easier for me to marge your work later.
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Re: DirectX 11 render system - work-in-progress

Post by boyamer »

Hi Evandro,
I've tried you directx 11 work on irrlicht and looks very good, glad you like to help out on DirectX 11 fo Ogre.

Thanks,

Amer
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Re: DirectX 11 render system - work-in-progress

Post by evandropaulino »

Thanks people, I'll be very proud to help
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Re: DirectX 11 render system - work-in-progress

Post by evandropaulino »

Hi people.

I created a fork to this project in https://bitbucket.org/evandromillian/di ... for-ogre3d.

And now the ParticleGS sample works. In D3D11RenderToVertexBuffer, I removed the query and set VertexData::vertexCount to -1, signaling the render system to use DrawAuto.

My next effort is to bring multithreaded rendering. I believe that will not be so difficult.
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Re: DirectX 11 render system - work-in-progress

Post by Assaf Raman »

Sounds good. I don't seem to see your work at the fork.
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Re: DirectX 11 render system - work-in-progress

Post by evandropaulino »

Ow, sorry, now it's synchronized with repo
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Re: DirectX 11 render system - work-in-progress

Post by boyamer »

I think one thing that needs to be corrected is the usage of DirectX 11 Render State's like BlendState, RasterizerState, seams that they are created every time of every single renderable, probably apply some caching based on Pass hash code would be great.

Thanks
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