Future of shader-pipeline branch

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Future of shader-pipeline branch

Postby Nadro » Mon Feb 22, 2016 9:27 pm

Hello,

In upcoming weeks we'll drop support for shader-pipeline branch. In upcoming days a new branch will be created where a new FVF solution will be available. Of course we'll also move D3D11 from this branch to a new one. Why this change? Current FVF has little too high overhead and not enough buffers flexibility. I post little more informations soon. It'll be easier to me to create new branch based on trunk, than modify shader-pipeline and merge changes from trunk to it.

Best regards,
Patryk
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Re: Future of shader-pipeline branch

Postby Granyte » Tue Feb 23, 2016 5:58 pm

Well can i still make my dx11 patches on top of the shader-pipeline branch?
because i won't be able to move to a half working branch for a little while.
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Re: Future of shader-pipeline branch

Postby Nadro » Tue Feb 23, 2016 6:59 pm

Yes, you can prepare a patch for shader-pipeline. Move stuff from shader-pipeline to fvf branch should be easy.
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Re: Future of shader-pipeline branch

Postby Joe_R » Wed Aug 10, 2016 6:42 pm

Hello! What is the current status of this? In the last month or so I've spent my time experimenting with Irrlicht (trunk version) and HLSL shaders (I implemented cascaded shadow mapping, reflections, basic per-pixel shading, etc). I would like to step to DirectX 11 territory :) . Do you recommend the shader-pipeline branch, or is this new branch you mentionded available somewhere?
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Re: Future of shader-pipeline branch

Postby devsh » Wed Aug 10, 2016 10:01 pm

and this is the perfect time to wait for the 0.2 release of BAWIrrlicht
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Re: Future of shader-pipeline branch

Postby Nadro » Thu Aug 11, 2016 8:39 am

New "shader-pipeline" isn't ready yet, I'll be back to Irrlicht development at this month after a long inactivity.
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Re: Future of shader-pipeline branch

Postby Granyte » Fri Nov 18, 2016 9:49 pm

Is there anything new on this?

because currently it seem like i'm stranded on on an increasingly diverging version of irrlicht
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Re: Future of shader-pipeline branch

Postby The_Glitch » Sun Nov 20, 2016 4:49 pm

I'm in the same boat as you I've been messing around with the trunk version with cubemaps but I'm waiting for shader pipeline to be updated.

Last time I heard from Nadro he has made changes but they have not been published yet.
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Re: Future of shader-pipeline branch

Postby REDDemon » Fri Nov 25, 2016 2:54 pm

Where can someone checkout the new FVF branch?
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Re: Future of shader-pipeline branch

Postby Nadro » Sat Nov 26, 2016 3:20 pm

It's not yet available, I'm still gaining experience in Vulkan API (new FVF branch should fit perfectly for Vulkan, Metal and D3D12). I want to prepare really flexible buffers with proper controllers/descriptors. The same buffer class should be used by both meshes and textures, just controllers/descriptors will be different of course. There will be no problem to prepare one huge buffer (big memory block eg. with vertices) and use them with different meshes. D3D9 and OpenGL 2.x (ES2.0 too) will be removed in upcoming branch, only D3D11 + OpenGL 3.x or even 4.x will be available + of course OpenGL ES3.x. Thats why it takes so long.
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Re: Future of shader-pipeline branch

Postby The_Glitch » Sat Nov 26, 2016 4:10 pm

Sounds great. Will I be able to use all the shaders I've made for d3d9 still?
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Re: Future of shader-pipeline branch

Postby Granyte » Thu Dec 01, 2016 9:11 pm

somewhat like with the dx11 driver if you compile shaders with dx9 compatibility then they will run fine in dx11 and 12.


Also is there a repo for the said vulkan dx12 experimentations?
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Re: Future of shader-pipeline branch

Postby Nadro » Fri Dec 02, 2016 9:00 am

No, there is no public repo for this stuff yet (I need to clean a lot of stuff before send it to the public repo).
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