[GSoC 2012] Complete the DirectX 11 render system

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Assaf Raman
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Assaf Raman » Tue Aug 21, 2012 12:12 pm

What do you mean by "weird that WinRT support was merged in 1-9 before the D3D11 rendersystem itself" - where do you see that?
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Assaf Raman » Tue Aug 21, 2012 12:17 pm

I think I see what you mean, I will try to fix it.
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Assaf Raman » Tue Aug 21, 2012 12:21 pm

As I don't see the harm, I will just commit the d3d11 render system from the trunk to 1.9. I will do it in the next hour.
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Assaf Raman » Tue Aug 21, 2012 12:27 pm

The difference is not that great, and the issue you found seems to be the only important one.
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Xplodwild » Tue Aug 21, 2012 12:38 pm

I updated my Cg toolkit to 3.1, and rebuilt CgProgramManager but it still seems to fail. Open the Deferred Shading sample for example, it crashes when loading compositor. Same for Dual Quaternion Skinning sample. Samples with no shaders or pure HLSL works fine.

Code: Select all

13:36:14: WARNING: material DeferredShading/Shadows/Caster has no supportable Techniques and will be blank. Explanation: 
Pass 0: Vertex program DeferredShading/Shadows/CasterVP cannot be used - not supported.

13:36:14: CompositorChain: Compositor DeferredShading/GBuffer has no supported techniques.
13:36:14: WARNING: material DeferredShading/Post/ShowNormal has no supportable Techniques and will be blank. Explanation: 
Pass 0: Vertex program DeferredShading/post/vs cannot be used - not supported.

13:36:14: WARNING: material DeferredShading/Post/ShowNormal has no supportable Techniques and will be blank. Explanation: 
Pass 0: Vertex program DeferredShading/post/vs cannot be used - not supported.

13:36:14: CompositorChain: Compositor DeferredShading/ShowNormals has no supported techniques.
13:36:14: WARNING: material DeferredShading/Post/ShowDS has no supportable Techniques and will be blank. Explanation: 
Pass 0: Vertex program DeferredShading/post/vs cannot be used - not supported.

13:36:14: WARNING: material DeferredShading/Post/ShowDS has no supportable Techniques and will be blank. Explanation: 
Pass 0: Vertex program DeferredShading/post/vs cannot be used - not supported.

13:36:14: CompositorChain: Compositor DeferredShading/ShowDepthSpecular has no supported techniques.
13:36:14: WARNING: material DeferredShading/Post/ShowColour has no supportable Techniques and will be blank. Explanation: 
Pass 0: Vertex program DeferredShading/post/vs cannot be used - not supported.

13:36:14: WARNING: material DeferredShading/Post/ShowColour has no supportable Techniques and will be blank. Explanation: 
Pass 0: Vertex program DeferredShading/post/vs cannot be used - not supported.

13:36:14: CompositorChain: Compositor DeferredShading/ShowColour has no supported techniques.
13:36:14: WARNING: material ssao has no supportable Techniques and will be blank. Explanation: 
Pass 0: Vertex program ssao_vs cannot be used - not supported.

13:36:14: WARNING: material ssao has no supportable Techniques and will be blank. Explanation: 
Pass 0: Vertex program ssao_vs cannot be used - not supported.

13:36:14: CompositorChain: Compositor DeferredShading/SSAO has no supported techniques.
Last edited by Xplodwild on Tue Aug 21, 2012 12:42 pm, edited 2 times in total.
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Assaf Raman » Tue Aug 21, 2012 12:40 pm

What render system?
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Xplodwild » Tue Aug 21, 2012 12:42 pm

If I'm not mistaken Fresnel sample uses Cg too, but this one works.

I'm using D3D11 renderer, just synced from source, from the default branch. It works fine on D3D9.
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Assaf Raman » Tue Aug 21, 2012 12:48 pm

Yes, not all the samples work in the d3d11 render system. Sorry if that wasn't clear, I wrote in in the big commit comments:
7. Fixes to same samples so they will work with the d3d11 render system.
Note - the student didn't get to fix all the samples.
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Xplodwild » Tue Aug 21, 2012 12:51 pm

Okay thanks for the explanation.
I hope Deferred will be fixed soon :)
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Assaf Raman » Tue Aug 21, 2012 12:52 pm

Why do you need it?
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Xplodwild » Tue Aug 21, 2012 12:54 pm

I'm using it in my project, so I'd love to see how it performs under DX11, and eventually enhance it.
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Assaf Raman » Tue Aug 21, 2012 12:55 pm

Shouldn't be hard, I will add it to my todo list.
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by robert_sasu » Tue Aug 21, 2012 8:20 pm

I have discussed with Assaf Raman today, and because of some errors on the current fork (history, wrong commits), I will create a new fork and will continue to debug all the samples which are not working. Moreover, I will try to implement some more features to the directx 11 Render System. The multi-device support will be the first one, as from September I will have the possibility to work on a machine where I can test it. If you have any suggestions, what to implement to the Render System, or any other things please post it here, or the other thread which regards this render system (I will get notifications) and will answer :).
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Assaf Raman » Wed Aug 22, 2012 2:16 pm

Can you have a look at the "Facial Animation" sample?
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by robert_sasu » Wed Aug 22, 2012 2:59 pm

Sure:-) I will try to debug it tonight or tomorrow:-)
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Assaf Raman » Wed Aug 22, 2012 3:03 pm

It is a parameters issue - change to manual - and see that if you change any of the default parameters - it has the issue.
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Assaf Raman » Sat Aug 25, 2012 9:10 am

The student passed!
He did a great job, on time, and his code is now forever a part of OGRE code.
I hope he will also be a part of our small community in the future and I am looking foreword to working with him on this topic and many others.

Congratulation!

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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Mind Calamity » Sat Aug 25, 2012 12:04 pm

Congratulations, robert! You did a great job! :)
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Assaf Raman » Sat Aug 25, 2012 12:33 pm

Added the main items we did here to the road map.
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by robert_sasu » Sat Aug 25, 2012 9:18 pm

Thanks for everything :). I will take a one week vacation (around 10 days) after that I will start to work again. Firstly I will try to do some bugfixes after that I will implement some more features to DirectX 11 Render System.

p.s. I haven't found yet the problem for the Facial sample, will work on after the holiday.
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Eugene » Sun Aug 26, 2012 11:02 am

Congratulations!
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by ja0335 » Tue Aug 28, 2012 3:25 pm

Great job!!! congratulations.

I downloaded the src, and i want to try your progress there is something special i must to do, to compile and test the directx11 render system?
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by ja0335 » Wed Aug 29, 2012 11:01 pm

Hi,

Currently testing your work. :D

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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Assaf Raman » Wed Aug 29, 2012 11:13 pm

Use the official 1.9 branch code - all the code is there...
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Re: [GSoC 2012] Complete the DirectX 11 render system

Post by Transporter » Thu Aug 30, 2012 8:11 am

Well, DirectX 11 is not working at my computer:
08:55:20: D3D11 : Subsystem Initialising
08:55:20: OGRE EXCEPTION(7:InternalErrorException): Failed to create Direct3D11 object.
An undetermined error occurred
in D3D11RenderSystem::D3D11RenderSystem at ..\..\..\RenderSystems\Direct3D11\src\OgreD3D11RenderSystem.cpp (line 800)
And I have a DirectX11 graphic card:
nVidia Quadro 2000M
  • DirectX: 11
  • OpenGL: 4.3
  • Shader Model: 5.0
Edit 1: The DirectX 11 examples of the DirectX SDK are working!

Edit 2: It's only not working in debug configuration. But this is not a solution.
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