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Multi-threaded DirectX12 renderer w/ HDR, PBR & Multi-monitor support

License: GNU General Public License v3.0

Batchfile 0.26% CMake 0.14% C++ 89.96% C 6.67% HLSL 2.97%
directx12 renderer multithreading hlsl engine gpu realtime cpp dxgi d3d12

vqengine's Introduction

Hi there ๐Ÿ‘‹

Volkan's github stats

I'm Volkan, a software engineer specializing in computer graphics, parallel & high performance computing with some video game industry experience.

I'm into science, technology, music, games and traveling around.

In computing, I'm into real-time and high-performance applications, CPU & GPU performance optimizations, realistic rendering and hardware architecture.


๐Ÿ”ญ I also enjoy building stuff, currently working on VQEngine, a real-time multi-threaded DirectX12 Renderer with HDR display support

๐Ÿ’ฌ Albeit rarely, I do post about programming and graphics on my technical blog.

๐Ÿ“ซ You can reach out via Email (See Profile) or Twitter

Cheers!

vqengine's People

Contributors

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Stargazers

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vqengine's Issues

Cube Rendering

  • Cube geometry
  • Depth buffer
  • Transformations
  • constant buffer functionality
  • unlit shader
  • Math lib

Generic Multi-window management

To be done after some shadowing lights are supported.

Until then, Main + Debug window will be the only two windows.

TODO

  • Shadow Views on dedicated windows

Remove Exclusive fullscreen setting/mode and use borderless as the default fullscreen mode

Reasonsing

  • When Exclusive fullscreen changes the resolution, the display mode is changed
  • Alt+Tab transitions are slow
  • Application exit is slow due to SetFullscreen() call
  • There's no added benefit in supporting exclusive fullscreen
  • The only time the user will have to do extra work is when the monitor has different refresh rate support for different resolutions.
    • Example
      • 2160p@60FPS
      • 1440p@144FPS
    • The user would have to change the display settings themselves before launching the app

Also : https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/

ImGUI integration

  • ImGUI integration
  • Basic Layout / control windows
  • Mouse input
  • Engine Game mode vs UI mode capture
  • Deferred events from UI dropdowns: scene load, env map load
  • Profiler FPS sliding average
  • Profiler frame time chart

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