<< Contents >>
─────────────────────────────────────
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
───────────────────────────────────── |
이 글의 관련글(트랙백) 주소 :: http://oranze.com/tt/rserver.php?mode=tb&sl=20
|
|
|
|
|
▒ 검색
▒ 카테고리
▒ 글 보관함
▒ 달력
S |
M |
T |
W |
T |
F |
S |
29 | 30 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 1 | 2 |
|
▒ 최근에 올라온 글
▒ 최근에 달린 댓글
▒ 최근에 받은 트랙백
▒ 링크 사이트
|