X Plane Pixel Shader //FREE\\ Download
X Plane Pixel Shader //FREE\\ Download
X Plane Pixel Shader Download
I tried to be clear about what we are doing. In the future, our shaders will be structured as a DLL that we can bundle with X-Plane on every platform. This creates its own challenges when people start building products on top of our work and ask us about the shaders. From the perspective of an external company, theres no difference between GLSL and Metal. Its just another code that should run on top of Vulkan and Metal! Unfortunately, thats not really the case. Metal is a compiled language and Metal is pretty strict about input validation on the shader side. (We have no choice here, as Metal gives us no other options for a shader backend.) Vulkan is much more flexible and allows you to build shaders that take advantage of the hardware all by yourself. At this point though, it just doesnt work yet in X-Plane 11. There are two reasons why it doesnt work yet:
- Because we have no support for metal yet, we cannot ship metal shaders in X-Plane. We have just started working on this. It’s not trivial, but it can be done, but its a lot of work.
- The compiled metal shaders we ship currently still depend on the official metal shader compiler available from Microsoft. Its a windows only tool. So, we want to ship the raw source files for everyone to build these shaders on their own, to get a nice cross-platform and open solution. At this stage, we have metal shaders available for all platforms besides macOS. A macOS version will be created soon as well, but its currently a lot of work.
Because we have stopped shipping shaders with X-Plane, we cannot “fork” the shaders and get two completely different versions of the same shader. Instead, X-Plane has to “adapt” to what our shaders are, and how they are set up. Before, we needed X-Plane to be compatible with three different versions of the same shader:
- A standard shader
- A shader that was compiled with the latest version of the compiler
- A shader that was compiled with the previous version of the compiler
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I will explain what I’m doing in a side note.
In the vertex shader I’m setting two vertex attributes: position and normal. I’m then exporting both positions and normals in the XZ plane (X axis points to the right, and the camera is at the origin, as usual). Then in the pixel shader I’m copying the incoming pixels from the 32-bit texture in the XZ plane, and I set the normal based on the shader inputs (it’s the vertex shader’s normals). Last, I blend the normals and the (unscaled) texture coordinates using a 2D scale and offset (I’m not using an actual texture). The result is two triangles in the XZ plane, with blended colors and non-blended normals.
Since GPU multithreading has been around for a while now, I expected to get a 1.5X speedup. It does not. I also took the opportunity to code some very specific optimizations in the pixel shader to get it to run much faster:
Running: Accelerated Shader.
To test I’m usually using SpeedSort in the test code.
Small SpeedSort of 4-byte integerI just search for this, and download it.
To measure the time I’m using:This is the one I use. Its performance was fine for my tests so far.
But for the test I’m making in my current research project, I needed a timing device which would measure a few seconds of rendering. Not minutes.
The way I did it was to install a Radeon. My version of Windows is 2012, but I believe it’s the same with Win7. To run a test, I open the “DirectX Debug Diagram†window (the cool thing about the debug window is that it’s per core. so it gives the correct timings
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