Timeline for Instancing with Directx11
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 27, 2020 at 19:38 | comment | added | ErnieDingo | Looking up the data in the vertex shader means that the data can not be inlined by the driver. Any precaching/setup on the gpu wave front is wasted. For each vertex you visit the hardware now goes and looks up the related array entry rather than it being loaded once by the hardware and passed in as an argument of your vertex shader. | |
| Feb 27, 2020 at 3:21 | comment | added | Varaquilex | @ErnieDingo > This is less efficient How so? What makes it less efficient than the other? | |
| Oct 30, 2019 at 3:43 | comment | added | ErnieDingo | Your instancing example only discusses adding a instanceid system variable. Instancing requires a 2nd vertex buffer attached bound to the draw context which contains unique data such as say World translation matrices. You then update your signature with the definition of the 2nd buffer, defining also in your HLSL code that it will receive instancing data also. Your example is a single buffer version where you may use a constant buffer and the instance id to look up with in that. This is less efficient. | |
| Sep 29, 2019 at 23:10 | review | Late answers | |||
| Oct 2, 2019 at 19:27 | |||||
| Sep 29, 2019 at 22:55 | review | First posts | |||
| Oct 3, 2019 at 4:06 | |||||
| Sep 29, 2019 at 22:53 | history | answered | Equalent | CC BY-SA 4.0 |