Introducing AMD Smoldr, our open-source CLI to run #DirectX12 HLSL from simple text scripts.
🛠️ Compile shaders, create resources & pipelines
⚙️ Dispatch compute & ray tracing
🐞 Prototype/debug without C++
Faster iteration for DX12 devs 👇
Introducing AMD Smoldr, our open-source CLI to run #DirectX12 HLSL from simple text scripts.
🛠️ Compile shaders, create resources & pipelines
⚙️ Dispatch compute & ray tracing
🐞 Prototype/debug without C++
Faster iteration for DX12 devs 👇
OK .. let's attempt this question here #DX12 #Directx12 I need to delete a texture .. I SUPPOSE before to start messing up with SRVs and such I need a Barrier but 'from where to where' ? I SUPPOSE something like :
auto barrier = CD3DX12_RESOURCE_BARRIER::Transition(
textures_texture[index].Get(),
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_COMMON);
OR maybe should be into :
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE
🤔 ?!
TIL about DirectX12 offline. An important util when you run your win64 ENV on an airgapped simulation station. I download only from Linux or *BSD
Its simple
`
git clone https://github.com/naxl/directx12offline.git
cd directx12offline
`
>>
git clone https://github.com/naxl/directx12offline.git
Cloning into 'directx12offline'...
remote: Enumerating objects: 179, done.
remote: Counting objects: 100% (20/20), done.
remote: Compressing objects: 100% (20/20), done.
remote: Total 179 (delta 10), reused 2 (delta 0), pack-reused 159 (from 1)
Receiving objects: 100% (179/179), 95.99 MiB | 3.16 MiB/s, done.
Resolving deltas: 100% (10/10), done.
>>
#programming #GFX #gaming #win64 #directX12 #directX #proprietary
💡 Il driver AMD 25.9.1 porta il supporto di FSR 4 a più di 85 giochi che già integrano FSR 3.1
#amd #blog #directx12 #driver #fsr3 #fsr4 #news #optiscaler #picks #rdna4 #tech #tecnologia #vulkan
Come abilitare FSR 4 su oltre 85 giochi con il nuovo driver AMD Adrenalin 25.9.1 e RDNA 4: tutto ciò che c’è da sapere su compatibilità e frame generation AI.