danni.coy Posted November 18, 2010 Share Posted November 18, 2010 We are having some issues with Unigine stalling at loading on very large levels. Changing the position and angle of the start camera currently seems to be a work around. Link to comment
steve3d Posted November 18, 2010 Share Posted November 18, 2010 it seems \engine\render\direct3d10\framework\D3D10Shader.cpp line 676 and 640 have some problem, if I change the code to if(num_fragment_buffers) device->PSSetConstantBuffers(0,num_fragment_buffers,buffers); engine load heaven in a much much faster speed. the original code produce so many warnings without if(num_fragment_buffers) Link to comment
frustum Posted November 18, 2010 Share Posted November 18, 2010 This is very strange because Direct3D runtime shouldn't do any job in this case. I have added such code into all D3D10/11 shaders. Link to comment
steve3d Posted November 19, 2010 Share Posted November 19, 2010 if I just add those condition, there are still many info prompt in debug output of visual studio: D3D10: INFO: ID3D10Device::OMSetBlendState: The currently bound BlendState is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #47: OMSETBLENDSTATE_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::PSSetShaderResources: A currently bound PixelShader ShaderResourceView is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #43: PSSETSHADERRESOURCES_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::RSSetState: The currently bound RasterizerState is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #46: RSSETSTATE_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::OMSetDepthStencilState: The currently bound DepthStencilState is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #48: OMSETDEPTHSTENCILSTATE_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::VSSetShader: The currently bound VertexShader is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #33: VSSETSHADER_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::PSSetShader: The currently bound PixelShader is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #42: PSSETSHADER_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::IASetInputLayout: The currently bound InputLayout is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #30: IASETINPUTLAYOUT_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::VSSetConstantBuffers: A currently bound VertexShader ConstantBuffer is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #35: VSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::IASetVertexBuffers: A currently bound VertexBuffer is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #31: IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT ] D3D10: INFO: ID3D10Device::IASetIndexBuffer: The currently bound IndexBuffer is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #32: IASETINDEXBUFFER_UNBINDDELETINGOBJECT ] Link to comment
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