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Emerging Technologies for Games Capability Testing and DirectX10 Features. CO3303 Week 13. Today’s Lecture. Hardware Capabilities Techniques and Capabilities Geometry Shader Stage Stream Output Stage DirectX Resources. Hardware Capabilities.
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Emerging Technologies for GamesCapability Testing andDirectX10 Features CO3303 Week 13
Today’s Lecture • Hardware Capabilities • Techniques and Capabilities • Geometry Shader Stage • Stream Output Stage • DirectX Resources
Hardware Capabilities • All lab material so far has made assumptions about graphics capabilities • Real world applications should not do this • Sometimes need to query the system capabilities: • At least ensure minimum spec is met • Adapt to machines of different power: • Enhancements available for high-end hardware • “Degrade gracefully” for lower spec machines • Also optimise data for abilities of given system
Typical Capabilities • Some key graphics capabilities: • Available screen resolutions, refresh rates • Depth and stencil buffer formats / bits per pixel • Anti-aliasing abilities (FSAA / MSAA) • Texture capabilities: • Minimum / maximum size • Pixel formats • Render-target / cube map / instancing etc. support • Etc. • Many render states also have capabilities to indicate the extent of their availability • E.g. Level of anisotropic filtering
Testing Capabilities • Earlier DirectX versions needed intricate capability testing • Backwards compatibility meant that you didn’t know if you were running on legacy hardware, a problem for games • However, DirectX10 and above define a minimum spec • Makes capability testing easier • No need to detect / support legacy hardware • Still need some testing to check for advanced features • Consoles are largely unaffected by such matters • Specification is fixed • Still need to check for: • Hard drive size, HDTV resolutions, peripherals (controllers, cameras, etc.)
Shaders Revisited • Shaders have been a central topic of the course • The most important area of modern graphics • Shaders also have capabilities… • Shader hardware version • Shaders compiled to machine code • Shader version defines the instruction set available • Higher shader versions have more instructions, e.g. for & if statements, and higher level functions • They also have more registers • Number of instructions in a shader, depth of nesting etc. • Should provide alternative shaders: • For high and low spec machines
Multiple Passes • Complex materials need several rendering passes • i.e. render the same polygons multiple times • Each time with a different render state/shader • Each pass blended with the ones below • Example: Earth shader used in some labs: • Pass 1: Render Earth surface – diffuse lighting, texture changes between night and day based on light level • Pass 2: Render clouds – diffuse lighting, moving UVs, blue tint at a glancing angle, alpha blend with Earth • Pass 3: Render outer atmosphere - inside out (reverse culling), exaggerated diffuse lighting, alpha blend - less alpha (i.e. more transparent) at glancing angle
Effects Files for Capabilities • Using effects files (.fx) files we can collect together shader passes and their render states into techniques • Provide a range of techniques for different hardware specifications • If any one pass in a technique fails capability testing, then degrade to a simpler technique • The DirectX effects file system makes this quite simple
Effect File Example // First technique – two passes technique EarthWithSpecular { pass P0 { SetVertexShader( CompileShader( vs_5_0, Earth1VS() )); SetGeometryShader( CompileShader( gs_5_0, Earth1GS() ) ); SetPixelShader( CompileShader( ps_5_0, Earth1PS() )); } pass P1 { SetVertexShader( CompileShader( vs_5_0, Clouds1VS() )); } } // Second simpler technique – different shaders, one pass technique EarthSimple { pass P0 { SetVertexShader( CompileShader( vs_4_0, Earth2VS() )); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, Earth2PS() )); } }
DirectX 10 Pipeline • Looked at most of the DirectX 10 pipeline in Computer Graphics • However, we didn’t focus on some of the key new features of DX10: • Geometry Shader Stage • Shaders to manipulate primitives rather than vertices or pixels • Stream-Output Stage • Send data back to GPU memory • Unified access to memory resources at all stages • Memory can be reinterpreted
Geometry Shaders • The new geometry shader stage processes primitives • Triangles or lines • Practically a geometry shader is much like a vertex shader, but working on multiple vertices at once • All three vertices of a triangle, or both points of a line • Allows techniques that can’t be done with only a single vertex • E.g. calculate a face normal (cross product of the triangle edges) • It operates on the output of the vertex shader • This is slightly counter-intuitive • Would expect to start at highest level and work down • Raises questions: which shader does the matrix transformations? • The geometry shader can also create or delete primitives • i.e. The output geometry can be different to the input
Geometry Input / Output • The geometry shader input is an array of vertices • The number depends on the primitive type used • E.g. 3 for triangles, 2 for lines • Geometry shader output is a stream of primitives • The stream type must be specified: • E.g. Triangles, lines etc. • But always output as a strip, not a list • The output stream doesn’t need to match the input • E.g. Could input triangles, but output lines (make a silhouette) • Or input points and output triangles (particle system) • Can output any number of primitives (including 0) • Allows the generation / deletion of primitives
Geometry Shader Example • Example of geometry shader function header: struct GS_VertIn { ... }; // Input vertex data (pos, normal, etc.) struct GS_VertOut { ... }; // Output vertex data (may be different) [maxvertexcount(6)] // Maximum number of output vertices (depends void MakeWireframe // on technique used in shader code) ( // Input array of 3 vertices (i.e. model data is triangles) triangle GS_VertIn inVerts[3], // Output of shader is a stream of vertices paired into lines inout LineStream<GS_VertOut> outStrip ) { // Example code on next slide }
Geometry Shader Example • Example of geometry shader code: // Output outline of triangle (i.e. wireframe) outStrip.Append( inVerts[0] );// Add vertex to output stream outStrip.Append( inVerts[1] );// Another vertex to output a line outStrip.RestartStrip(); // End of line strip, start new one outStrip.Append( inVerts[1] ); // Second line… outStrip.Append( inVerts[2] ); outStrip.RestartStrip(); outStrip.Append( inVerts[2] ); // Third line… outStrip.Append( inVerts[0] ); outStrip.RestartStrip(); // Effectively outputting a line list here to illustrate methods // Would be better in this case to output a single line strip
Primitive Types / Adjacency • List of possible input primitives • Some types include adjacency information • E.g. Look at triangle list with adjacency on diagram • Each triangle specified with six vertices • The 3 in the triangle, and the 3 adjacent to it in the model • Allows more advanced techniques • E.g. Silhouettes • Note: adjacency data must be pre-calculated for model (not automatic)
Geometry Shader Uses • Geometry shaders have a wide range of uses: • Distorting or animating geometry, especially using face normals • Face normals cannot be calculated in vertex shaders • Silhouettes using adjacency data • If one triangle faces camera (use face normal), but adjacent one faces away, then the edge between is a silhouette edge • Creating extra view-dependent geometry • Tesselation of edge on geometry for smoother silhouettes • Create “fins” for fur rendering (see later lab) • Particle systems without instancing: • Input a point list, or a line list. Generate particle geometry in shader – generate a quad for each point / line • More efficient than instancing • And many more, new ideas emerging all the time…
Geometry Shader Considerations • Geometry shaders are not needed for “traditional” geometry rendering methods • Static models, lit with standard lighting approaches • Set geometry shader to “NULL” • Performance of geometry shaders can be an issue: • Older DirectX 10 GPU’s are not efficient at generating large amounts of new geometry • So certain techniques, e.g. tessellation, are possible with geometry shaders, but not appropriate (see later lecture on tesselation) • Newer hardware is getting better, but this is a area where fall-back methods may be appropriate
The Stream Output Stage • The data output from the geometry shader can be written back into GPU memory • A very powerful new feature: • Allows the GPU to perform general purpose processing (GPGPU) • E.g. A particle system can be done in two passes on the GPU: • Pass 1: Render with GPU as normal • Pass 2: Update particle positions on GPU, writing back to memory • No CPU intervention – efficient • Esp. with geometry shader “instancing”
Stream Output Considerations • Stream-Output cannot output to the same buffer that is being input from • However, this is usually what we want to do • Work around this by using double buffering • Create two identical buffers of data • Input from one, and output to the other • Swap the buffers between frames • Often need multiple passes to render / update geometry • Some vertex data may be needed for only one or the other pass • I.e. Likely to be some data redundancy • Example in GPU particle system lab later
Resources in DirectX 10 • One of the most important changes in DirectX 10 and above is the generalisation of resources • DirectX10 considers all kinds of buffer / texture as different kinds of "resource" • A "resource" is simply a block of memory interpreted a particular way • Very flexibile: may reinterpretareas of GPU memory • E.g. Reinterpret a texture as a depth buffer (useful) • Means changes to setup of textures and buffers • Although the concepts are unchanged • There is a new resource type - constant buffers • Replaces constant tables to access shader constants