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Can you try to run the texture swizzle unit test (use the |
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I haven't messed with your unit test system before, so I'm not sure I did this right, but I think I found and executed the right exe with the correct args. Let me know if not. If so, it looks like it passed on the laptop:
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Would there by any reason the newer texture swizzle feature would be ignored in D3D12 mode on one computer, but works perfectly on another? I'm using the Enabled state for the swizzle feature when requesting the device, and don't seem to be getting any type of errors or messages. And on both PCs,
GetDeviceInfo()
givesDeviceInfo.Features.TextureComponentSwizzle == 1
(enabled) after device setup.My app is trying to swizzle greyscale textures into RRR1, but still getting output of R001 on my Alienware laptop. The PC that is ignoring the swizzle is an Alienware R17, Intel(R) Core(TM) i7-6820HK CPU @ 2.70GHz 2.71 GHz, 32GB memory, Windows 10, running on a NVidia GeForce GTX 980M. Here are some of Diligent's outputs:
Alienware:
Diligent Engine: Info: D3D12-capable adapter found: Intel(R) HD Graphics 530 (128 MB)
Diligent Engine: Info: Max device shader model: 6_2
Edit: I just noticed it is using the Intel HD description for my graphics card above. My laptop automatically switches to its NVidia GeForce GTX 980M when games are run. I'm assuming it is switching, but the fact that it shows the onboard Intel card here is concerning. Could this be related to the issue? I seem to get pretty decent frame-rate that is relative to the desktop.
Dev PC:
Diligent Engine: Info: D3D12-capable adapter found: NVIDIA GeForce RTX 4090 (24156 MB)
Diligent Engine: Info: Max device shader model: 6_5
Any ideas what might be causing this, or anything I can do to investigate further, or narrow down the cause?
Here is the code that activates the view for the swizzle. I think most of it should read pretty easily, but let me know if anything is unclear:
I appreciate any advice or information you might have!
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