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Bindless Deferred Texturing and Decals Sample

This project is a D3D12 rendering sample that implements a deferred renderer using bindless deferred texturing. Deferred texturing is similar to normal deferred rendering, except that textures are not sampled in the geometry pass. Instead, the interpolated UV's are written into the G-Buffer so that the material textures can be sampled during the deferred pass. To enable sampling of textures from arbitrary materials, the demo makes use of dynamic indexing of texture descriptors. The demo also implements a deferred decal system using a clustering technique that's compatible with both deferred texturing as well as clustered forward rendering (which is also implemented in the demo as a baseline for comparison).

See the full blog post for more info: https://mynameismjp.wordpress.com/2016/03/25/bindless-texturing-for-deferred-rendering-and-decals/

Build Instructions

The repository contains a Visual Studio 2015 project and solution file that's ready to build on Windows. All external dependencies are included in the repository, so there's no need to download additional libraries. Running the demo requires Windows 10, as well as a GPU that supports Feature Level 11_1.

Using the Demo App

To move the camera, press the W/S/A/D/Q/E keys. The camera can also be rotated by right-clicking on the window and dragging the mouse. To place new decals, click the middle mouse button. Everything else is controlled through the in-app settings UI.

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A rendering sample that demonstrates bindless deferred texturing using D3D12

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Bindless Deferred Texturing and Decals Sample

This project is a D3D12 rendering sample that implements a deferred renderer using bindless deferred texturing. Deferred texturing is similar to normal deferred rendering, except that textures are not sampled in the geometry pass. Instead, the interpolated UV's are written into the G-Buffer so that the material textures can be sampled during the deferred pass. To enable sampling of textures from arbitrary materials, the demo makes use of dynamic indexing of texture descriptors. The demo also implements a deferred decal system using a clustering technique that's compatible with both deferred texturing as well as clustered forward rendering (which is also implemented in the demo as a baseline for comparison).

See the full blog post for more info: https://mynameismjp.wordpress.com/2016/03/25/bindless-texturing-for-deferred-rendering-and-decals/

Build Instructions

The repository contains a Visual Studio 2015 project and solution file that's ready to build on Windows. All external dependencies are included in the repository, so there's no need to download additional libraries. Running the demo requires Windows 10, as well as a GPU that supports Feature Level 11_1.

Using the Demo App

To move the camera, press the W/S/A/D/Q/E keys. The camera can also be rotated by right-clicking on the window and dragging the mouse. To place new decals, click the middle mouse button. Everything else is controlled through the in-app settings UI.

About

A rendering sample that demonstrates bindless deferred texturing using D3D12

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Bindless Deferred Texturing and Decals Sample

This project is a D3D12 rendering sample that implements a deferred renderer using bindless deferred texturing. Deferred texturing is similar to normal deferred rendering, except that textures are not sampled in the geometry pass. Instead, the interpolated UV's are written into the G-Buffer so that the material textures can be sampled during the deferred pass. To enable sampling of textures from arbitrary materials, the demo makes use of dynamic indexing of texture descriptors. The demo also implements a deferred decal system using a clustering technique that's compatible with both deferred texturing as well as clustered forward rendering (which is also implemented in the demo as a baseline for comparison).

See the full blog post for more info: https://mynameismjp.wordpress.com/2016/03/25/bindless-texturing-for-deferred-rendering-and-decals/

Build Instructions

The repository contains a Visual Studio 2015 project and solution file that's ready to build on Windows. All external dependencies are included in the repository, so there's no need to download additional libraries. Running the demo requires Windows 10, as well as a GPU that supports Feature Level 11_1.

Using the Demo App

To move the camera, press the W/S/A/D/Q/E keys. The camera can also be rotated by right-clicking on the window and dragging the mouse. To place new decals, click the middle mouse button. Everything else is controlled through the in-app settings UI.

About

A rendering sample that demonstrates bindless deferred texturing using D3D12

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Bindless Deferred Texturing and Decals Sample

This project is a D3D12 rendering sample that implements a deferred renderer using bindless deferred texturing. Deferred texturing is similar to normal deferred rendering, except that textures are not sampled in the geometry pass. Instead, the interpolated UV's are written into the G-Buffer so that the material textures can be sampled during the deferred pass. To enable sampling of textures from arbitrary materials, the demo makes use of dynamic indexing of texture descriptors. The demo also implements a deferred decal system using a clustering technique that's compatible with both deferred texturing as well as clustered forward rendering (which is also implemented in the demo as a baseline for comparison).

See the full blog post for more info: https://mynameismjp.wordpress.com/2016/03/25/bindless-texturing-for-deferred-rendering-and-decals/

Build Instructions

The repository contains a Visual Studio 2015 project and solution file that's ready to build on Windows. All external dependencies are included in the repository, so there's no need to download additional libraries. Running the demo requires Windows 10, as well as a GPU that supports Feature Level 11_1.

Using the Demo App

To move the camera, press the W/S/A/D/Q/E keys. The camera can also be rotated by right-clicking on the window and dragging the mouse. To place new decals, click the middle mouse button. Everything else is controlled through the in-app settings UI.

About

A rendering sample that demonstrates bindless deferred texturing using D3D12

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0 stars

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Bindless Deferred Texturing and Decals Sample

This project is a D3D12 rendering sample that implements a deferred renderer using bindless deferred texturing. Deferred texturing is similar to normal deferred rendering, except that textures are not sampled in the geometry pass. Instead, the interpolated UV's are written into the G-Buffer so that the material textures can be sampled during the deferred pass. To enable sampling of textures from arbitrary materials, the demo makes use of dynamic indexing of texture descriptors. The demo also implements a deferred decal system using a clustering technique that's compatible with both deferred texturing as well as clustered forward rendering (which is also implemented in the demo as a baseline for comparison).

See the full blog post for more info: https://mynameismjp.wordpress.com/2016/03/25/bindless-texturing-for-deferred-rendering-and-decals/

Build Instructions

The repository contains a Visual Studio 2015 project and solution file that's ready to build on Windows. All external dependencies are included in the repository, so there's no need to download additional libraries. Running the demo requires Windows 10, as well as a GPU that supports Feature Level 11_1.

Using the Demo App

To move the camera, press the W/S/A/D/Q/E keys. The camera can also be rotated by right-clicking on the window and dragging the mouse. To place new decals, click the middle mouse button. Everything else is controlled through the in-app settings UI.

About

A rendering sample that demonstrates bindless deferred texturing using D3D12

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Bindless Deferred Texturing and Decals Sample

This project is a D3D12 rendering sample that implements a deferred renderer using bindless deferred texturing. Deferred texturing is similar to normal deferred rendering, except that textures are not sampled in the geometry pass. Instead, the interpolated UV's are written into the G-Buffer so that the material textures can be sampled during the deferred pass. To enable sampling of textures from arbitrary materials, the demo makes use of dynamic indexing of texture descriptors. The demo also implements a deferred decal system using a clustering technique that's compatible with both deferred texturing as well as clustered forward rendering (which is also implemented in the demo as a baseline for comparison).

See the full blog post for more info: https://mynameismjp.wordpress.com/2016/03/25/bindless-texturing-for-deferred-rendering-and-decals/

Build Instructions

The repository contains a Visual Studio 2015 project and solution file that's ready to build on Windows. All external dependencies are included in the repository, so there's no need to download additional libraries. Running the demo requires Windows 10, as well as a GPU that supports Feature Level 11_1.

Using the Demo App

To move the camera, press the W/S/A/D/Q/E keys. The camera can also be rotated by right-clicking on the window and dragging the mouse. To place new decals, click the middle mouse button. Everything else is controlled through the in-app settings UI.

About

A rendering sample that demonstrates bindless deferred texturing using D3D12

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Bindless Deferred Texturing and Decals Sample

This project is a D3D12 rendering sample that implements a deferred renderer using bindless deferred texturing. Deferred texturing is similar to normal deferred rendering, except that textures are not sampled in the geometry pass. Instead, the interpolated UV's are written into the G-Buffer so that the material textures can be sampled during the deferred pass. To enable sampling of textures from arbitrary materials, the demo makes use of dynamic indexing of texture descriptors. The demo also implements a deferred decal system using a clustering technique that's compatible with both deferred texturing as well as clustered forward rendering (which is also implemented in the demo as a baseline for comparison).

See the full blog post for more info: https://mynameismjp.wordpress.com/2016/03/25/bindless-texturing-for-deferred-rendering-and-decals/

Build Instructions

The repository contains a Visual Studio 2015 project and solution file that's ready to build on Windows. All external dependencies are included in the repository, so there's no need to download additional libraries. Running the demo requires Windows 10, as well as a GPU that supports Feature Level 11_1.

Using the Demo App

To move the camera, press the W/S/A/D/Q/E keys. The camera can also be rotated by right-clicking on the window and dragging the mouse. To place new decals, click the middle mouse button. Everything else is controlled through the in-app settings UI.

About

A rendering sample that demonstrates bindless deferred texturing using D3D12

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Bindless Deferred Texturing and Decals Sample

This project is a D3D12 rendering sample that implements a deferred renderer using bindless deferred texturing. Deferred texturing is similar to normal deferred rendering, except that textures are not sampled in the geometry pass. Instead, the interpolated UV's are written into the G-Buffer so that the material textures can be sampled during the deferred pass. To enable sampling of textures from arbitrary materials, the demo makes use of dynamic indexing of texture descriptors. The demo also implements a deferred decal system using a clustering technique that's compatible with both deferred texturing as well as clustered forward rendering (which is also implemented in the demo as a baseline for comparison).

See the full blog post for more info: https://mynameismjp.wordpress.com/2016/03/25/bindless-texturing-for-deferred-rendering-and-decals/

Build Instructions

The repository contains a Visual Studio 2015 project and solution file that's ready to build on Windows. All external dependencies are included in the repository, so there's no need to download additional libraries. Running the demo requires Windows 10, as well as a GPU that supports Feature Level 11_1.

Using the Demo App

To move the camera, press the W/S/A/D/Q/E keys. The camera can also be rotated by right-clicking on the window and dragging the mouse. To place new decals, click the middle mouse button. Everything else is controlled through the in-app settings UI.

About

A rendering sample that demonstrates bindless deferred texturing using D3D12

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