MOOR security

mtl12 Devlog, Seite 4

Ältere Einträge aus dem Devlog. Projekt, Stand und Galerie stehen auf der ersten Seite.

Einträge

Die Einträge sind auf Englisch verfasst. 72 Einträge, neueste zuerst. Diese Seite zeigt 040 bis 027.

  1. Entry 040

    Sync intervals, tested on a screen nobody can see

    Present(2), (3) and (4) now show each frame for 2, 3 or 4 refreshes, and the pacing holds even when macOS isn't drawing the window at all.

  2. Entry 039

    The bug was in the compiler, and a semaphore that never made anyone wait

    A path tracer drew black because Wine's HLSL compiler dropped one conversion, not because of the layer; and the DXGI frame-latency object now actually paces games.

  3. Entry 038

    Ray tracing on by default, and a stack that has to fit

    The layer now tells D3D12 programs that ray tracing is available, and Diligent Engine's ray tracing tutorial renders its reference image, after working around how Metal sizes the stack for recursive rays.

  4. Entry 037

    Typed UAV loads, and three bgfx differences that were bgfx's

    The layer now lets shaders read and write the same texture in 18 common formats. The last three bgfx examples that differed from bgfx's native Metal renderer turned out to differ because bgfx treats a missing vertex attribute differently on each backend.

  5. Entry 036

    46 bgfx examples match bgfx's own Metal renderer, after one missing format flag

    46 of bgfx's example programs, built for Windows and run through Wine and the D3D12-on-Metal layer, now match bgfx's native Metal renderer at a fixed frame, and one of them only drew its scene after a single format-support flag was added.

  6. Entry 035

    DXR conformance on an M1: test_raytracing passes, and DispatchRays goes indirect

    vkd3d-proton's main D3D12 ray-tracing conformance test now passes all 1,826 of its checks on the D3D12-on-Metal layer on an M1 Max, and DispatchRays also works from GPU-written argument buffers through ExecuteIndirect.

  7. Entry 033

    Inline ray queries on an M1, which has no ray-tracing hardware

    D3D12 acceleration structures and DXR 1.1 inline ray queries now run on the D3D12-on-Metal layer on an M1 Max, which has no ray-tracing hardware. They use Metal's ray-tracing API and find each structure through a small header written at its D3D12 GPU address.

  8. Entry 032

    21 Diligent Engine apps on Metal, checked against Diligent's own reference images

    Twenty Diligent Engine tutorials and one sample now run on the D3D12-on-Metal layer under Wine, and each frame is compared with the image Diligent's own CI renders on Microsoft's software rasterizer.

  9. Entry 031

    Mesh shaders on Metal, and a grid limit D3D12 doesn't have

    The D3D12-on-Metal layer now runs mesh and amplification shaders as Metal mesh and object functions; all six vkd3d-proton mesh tests pass and nothing regressed.

  10. Entry 030

    Geometry shaders on tessellation, and stream output out of a GPU stage Metal doesn't have

    The D3D12-on-Metal layer now runs geometry shaders after tessellation and captures their output with stream output, two D3D features Metal has no equivalent for; 17 more tests pass and none regressed.

  11. Entry 028

    Geometry shaders on a GPU without a geometry stage, and Microsoft's samples run unmodified

    D3D12 geometry shaders now run on Metal as an object function plus a strip draw, and eight of Microsoft's D3D12 samples, built unmodified, render correctly through the layer.

  12. Entry 027

    Tessellation passes: 31 more tests, and a bug that was a zero

    D3D12 hull and domain shaders now pass 31 more conformance tests on Metal, including stream output from the domain shader and predicated tessellated draws.