Clayman's Graphics Corner

DirectX,Shader & Game Engine Programming

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  So, the beta is out!

      XNA 4.0进行了大幅更新,大部分改动都不错,不过一直有2点让我非常不爽:1. render target必须和某个depth buffer绑定到一起;2. 没有了SetxxShader和SetShaderConstant等底层函数。前者对deffered shading非常不友好,后者让我写的整个材质系统都不能用了。相比之下,后者更让我担心,因为CTP中的Effect和EffectPass仅仅是DX Effect系统之上的一个简单wrapper众所周知,DirectX中Effect的性能一直是被人诟病的地方。好在Shawn告诉我:

“The Windows EffectPass.Apply implementation in the CTP is not complete, and many optimizations not yet implemented. The CTP implementation is functionally correct, but not from a performance standpoint, so you should not worry too much about Windows performance in the CTP.”

 

     似乎Beta版已经解决了这个问题,4.0中的EffectPass不再是DX Effect上的一个简单wrapper,xna team做了很大的努力减少状态改变,以至于PIX分析xna 4.0的程序时有可能出错,Shawn在blog中说:

"The problem occurs because PIX does not support some crazy tricks that GS4 uses to optimize state management" 。

 

      下面是同一段代码在CTP和beta版下的对比:

//test code//
.....set parameter for first object
effectPass.Apply();
graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 
00,vertices.Count, 0, primitiveCount);
//only change world matrix and draw the same object again
effect.World = Matrix.CreateTranslation(100);
effectPass.Apply();
graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 
00,vertices.Count, 0, primitiveCount);



//Pix data for ctp:
ID3DXEffect::BeginPass(0)                          
ID3DXEffect::EndPass()                         
ID3DXEffect::End()                         
IDirect3DDevice9::BeginScene()                         
IDirect3DDevice9::DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 
0024012)//draw the 1 primitive                  
ID3DXEffect::SetMatrix(0xFF6B4D6B0x0039E6F0)                     
ID3DXEffect::SetMatrix(
0xFF6B4E130x0039E684)                     
ID3DXEffect::SetMatrix(
0xFF6B4DBF0x0039E684)                     
ID3DXEffect::Begin(
0x0039E7EC0x00000001)                 
ID3DXEffect::BeginPass(
0)                          
 IDirect3DDevice9::SetVertexShader(
0x06487820)                     //redundance!!!!!!
 IDirect3DDevice9::SetVertexShaderConstantF(00x015851C81)      //redundance!!!!!!!!      
 IDirect3DDevice9::SetVertexShaderConstantF(140x015852A81)     //redundance !!!!!!    
 IDirect3DDevice9::SetVertexShaderConstantF(150x015852B84)             
 IDirect3DDevice9::SetVertexShaderConstantF(
190x015852F83)             
 IDirect3DDevice9::SetVertexShaderConstantF(
230x015853383)             
 IDirect3DDevice9::SetPixelShader(
0x06486AE8)   3914655838         //redundance!!!!!
 IDirect3DDevice9::SetPixelShaderConstantF(00x01586D4015)      //redundance!!!!!!    
ID3DXEffect::EndPass()                         
ID3DXEffect::End()                     
IDirect3DDevice9::DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 
0024012)// draw the 2 primitive      


//Pix data for beta with d3dx function call
ID3DXEffect::BeginPass(0)                
IDirect3DDevice9::BeginScene()
IDirect3DDevice9::DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 
0024012)        
ID3DXEffect::SetMatrix(
0xFF84502B0x0023E444)                    
ID3DXEffect::SetMatrix(
0xFF8450D30x0023E3D8)                    
ID3DXEffect::SetMatrix(
0xFF84507F0x0023E3D8)                    
ID3DXEffect::CommitChanges()                    
  IDirect3DDevice9::SetVertexShaderConstantF(
150x00FB56684)
  IDirect3DDevice9::SetVertexShaderConstantF(
190x00FB56A83)
  IDirect3DDevice9::SetVertexShaderConstantF(
230x00FB56E83)
IDirect3DDevice9::DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 
0024012)

//Pix data for beta without d3dx function:
IDirect3DDevice9::BeginScene()                
IDirect3DDevice9::DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 
0024012)
IDirect3DDevice9::SetVertexShaderConstantF(
150x007D56604)
IDirect3DDevice9::SetVertexShaderConstantF(
190x007D56A03)
IDirect3DDevice9::SetVertexShaderConstantF(
230x007D56E03)
IDirect3DDevice9::DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 
0024012)                    

 

 

     可以看到beta版中,完全过滤了冗余的状态设置,测试代码中的effect.World会更新world marix,worldViewProjMatrix以及WorldInverseTranspose,因此渲染第二个对象前出现3个参数更新是正确的。测试程序里只渲染了2个图形,因此,BeginScene在第一次DP之前出现也是正确的。

 

   

posted on 2010-07-13 16:56  clayman  阅读(1444)  评论(0编辑  收藏  举报