The Decisive Moments
The Decisive Moments
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oranzePerformance & Practicalities #01
<< Contents >>
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1. Resource Management
2. ID3DXEffect & Rendering Sequence
3. Batching IO Buffers & Textures
4. Shader Instructions

<< 1. Resource Management >>
─────────────────────────────────────
Device Lost, When It Occurs?
- By Power Management System
- Switch to H/W Rasterizer to S/W Rasterizer
- Choose Different Video Adapter on The System
- Change Desktop Display Mode
Device Probe/Resource Manager
Restoration of Dynamic Rsources of VB/IB/Textures

<< 2. ID3DXEffect & Rendering Sequence >>
─────────────────────────────────────
ID3DXEffectStateManager for Pure Device & None-Pure Device
Rendering Sequence
- User Defiend Priority
- ZR/ZW/AT/AB/D/1DM/2DM/3DM
Determining Sort Ordering
- Current: FX -> VBDECL -> VB -> IB -> TEXTURE
- Preset Sort Functors: FX -> TEXTURE -> VBDECL -> VB -> IB, ...
- Registable User Defined Sort Functor

<< 3. Batching IO Buffers & Textures >>
─────────────────────────────────────
Batching Small IO Buffers
Batching Small Textures (Especially for Tiny Light Maps)
Multi-Streaming: G + T + A + I
Real-Time VB Stream Processor

<< 4. Shader Instructions >>
─────────────────────────────────────
IDirect3DQuery9
Performances of Shader Instructions
- Common: add, mad, mul, dp3, dp4
- Sparse: cmp, rsq, rcp, frc
- Macros: nrm, pow, lrp, crs, sincos
Arithmetic VS Texture
- To Use a Less Accurate Approximation of The Function
- Precision Modifier: _pp
Pitfalls & Rumors
- ps_2_a, mad, texkill, _pp
─────────────────────────────────────

<< References >>
─────────────────────────────────────
ShaderX3 2.6 Improved Batching via Texture Atlases
ShaderX3 3.1 Optimizing DX9 Vertex Shaders for Software Vertex Processing
ShaderX3 6.1 An Extensible Direct3D Resource Management System
ShaderX3 6.5 Drawing a Crowd
ShaderX3 7.1 In-Depth Performance Analyses of DX9 Shading Hardware
ShaderX4 5.1 Tips and Tricks for D3DX Effects-Based Renderers
ShaderX4 8.6 GPU Performance of DirectX 9 Per-Fragment Operations Revisited
GPUGems1 C28 Graphics Pipeline Performance
GPUGems2 C03 Inside Geometry Instancing
GPUGems2 C05 Optimizing Resource Management with Multistreaming
GPUGems2 C46 Improved GPU Sorting
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