RealEngine
My toy engine, mainly for rendering experiment and prototyping.
It requires a GPU which supports DX12 Ultimate with latest driver.
It is not supposed to be used in production, and prefers clean design and code over being heavily optimized.
some highlights
- utilize latest DX12 features, such as raytracing, mesh shaders, HLSL 2021, etc.
- render graph based architecture, with automatically barriers and transient resources management
- fully bindless resources with SM6.6
- two-phase occlusion culling (like Ubi's GPU driven pipeline). no matter how many different meshes and textures, always two drawcalls(indirect DispatchMesh) per PSO.
- hybrid rendering with raytracing
Print
,DrawLine
functions in shaders which can be very useful for debugging
planned features
- render graph(barriers, resource aliasing, async compute)
- GTAO
- specular GI
- diffuse GI
- clustered shading
- Bloom
- Auto Exposure
- TAA
- CAS
- meshlet
- RTX
- a reference pathtracer
- FSR2/DLSS/XeSS
- DOF
- motion blur
- visibility buffer
- Direct Storage
- maybe volumetric cloud/fog, water/ocean simulation, large-scale landscape, or any random things
AMD related issues
tested on RX6600(win11, Adrenalin 22.10.01.03)
- using
SV_IsFrontFace
in an AS-MS-PS combine results inDXGI_ERROR_DRIVER_INTERNAL_ERROR
when creating the PSOD3D12: Removing Device. D3D12 WARNING: ID3D12Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_DRIVER_INTERNAL_ERROR: There is strong evidence that the driver has performed an undefined operation; but it may be because the application performed an illegal or undefined operation to begin with.). [ EXECUTION WARNING #233: DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT]
denoiser_reproject.hlsl
compiled with-O0
crashes when creating the PSOHSR - raytrace
pass with async compute results in GPU hang