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DirectX 11: conservative oDepth

Bin heute auf den folgenden Absatz eines a Artikels auf Gamasutra hingewiesen worden:
Traditionally, IHVs have had to disable Z acceleration structures and algorithms when shaders write to the depth buffer via the oDepth register. The conservative oDepth feature in DirectX 11 enables shaders to write to the depth buffer within a specified region guarantee. This [...]


DirectX 11: conservative oDepth

The following part of a Gamasutra article was brought to my attention:
Traditionally, IHVs have had to disable Z acceleration structures and algorithms when shaders write to the depth buffer via the oDepth register. The conservative oDepth feature in DirectX 11 enables shaders to write to the depth buffer within a specified region guarantee. This enables [...]


More on the shader

I’ve just taken a look at the FX Shader Compiler’s output for the broken shader, and what changes when I comment a few lines so that it doesn’t crash my machine any more… and figured out what the problem is.
Here’s a fairly minimal shader that crashes my machine:
PixelShader = asm
{
ps_3_0
defi i0, 100,0,0,0
def c0, 0.01, [...]


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