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作者:admin 发布:2026-10-05

GeometryFX - DirectX 11 library that provides convenient access

项目说明AMD GeometryFX!AMD GeometryFXThe GeometryFX library provides con access to compute-based triangle filtering (CTF), which impro throughput by filte…
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GeometryFX - DirectX 11 library that provides convenient access

项目说明

AMD GeometryFX


!AMD GeometryFX

The GeometryFX library provides con access to compute-based triangle filtering (CTF), which impro throughput by filtering out triangles that do not contribute to the final image using a compute-preprocess.

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<a href=" src=" alt="Latest release" title="Latest release"></a>
</div>

Prerequisites


* AMD Radeon&trade; GCN-based GPU (HD 7000 series or newer)
* Or other DirectX&reg; 11 compatible discrete GPU with Shader Model 5 support
* 64-bit Windows&reg; 7 (SP1 with the Platform Update), Windows&reg; 8.1, or Windows&reg; 10
* Studio&reg; 2015, or Studio&reg; 2017

Getting started


* Studio solutions for and can be found in the amd_geometryfx_sample\build directory.
* There are also solutions for just the core library in the amd_geometryfx\build directory.

How GeometryFX Works

GeometryFX improves the rasterizer efficiency by culling triangles that do not contribute to the output in a pre-pass. This allows the full chip to be used to process geometry, and ensures that the rasterizer only processes triangles that are .

A good use case for the GeometryFX library is depth-only rendering of opaque geometry – for example, in shadow maps:
* Depth-only rendering leaves most compute units idle, which can be used by GeometryFX.
* Opaque geometry has no ordering requirements, so GeometryFX can cull triangles in arbitrary order and regroup/split draw calls.
* All geometry can be rendered using the same shader, which allows the GeometryFX library to merge draw calls for maximum efficiency

At its core, GeometryFX works by generating an intermediate index buffer which consists of triangles only. Intermediate buffers are reused as much as possible to minimize memory usage. GeometryFX also buffers up draw calls to execute the filtering on one batch while the previous batch is being rendered, allowing the filtering to o with the actual draw call.

The library makes heavy use of multi-draw indirect. This is a DirectX 11 dri exposed through the AMD GPU Services (AGS) library. It allows multiple draw calls to be prepared on the GPU and executed with a single API call. For more information on AGS, including samples, visit the AGS SDK repository on GitHub.

The Filters

GeometryFX comes with several built-in filters:

* Backface culling: This is generally the most efficient filter, which remo triangles. In order to avoid clipping, the culling is performed in homogeneous coordinates.
* Small primiti: Triangles which are guaranteed to not hit a sample are removed. This filter tests the bounding box of the triangle against the sample grid, and requires the triangle to be projected.
* Frustum culling: Cull triangles against the view frustum. While most games perform per-object culling, this filter runs per-triangle.
* Cluster culling: Filter complete clusters of triangles before going into per-triangle filtering.

The filters are executed in a compute shader which writes the new index buffer and the draw calls for each batch.

Integration

Applications which want to integrate GeometryFX as-is are expected to allocate all static geometry through GeometryFX. The API exposes a function to obtain the storage location, which can be used for normal rendering of the geometry. Notice that GeometryFX will aggressively pool all data to allow as many draw calls as possible to be served from the same buffer.

At run-time, the application has to provide the view/projection matrix to GeometryFX and the list of objects that have to be rendered. Once e has been submitted, GeometryFX will execute the filtering and rendering.

Learn More


* Cluster culling blog post on GPUOpen

Premake


The Studio solutions and projects in this repo were generated with Premake. If you need to regenerate the Studio files, double-click on gpuopen_geometryfx_update_.bat in the premake directory.

For Studio 2015 and 2017, this of Premake adds the WindowsTargetPlatform element to the project file to specify which of the Windows SDK will be used. To change WindowsTargetPlatform for Studio 2015 and 2017, change the value for _AMD_WIN_SDK_ in premake\amd_premake_util.lua and regenerate the Studio files.

Third-Party Software


* DXUT is distributed under the terms of the MIT License. See framework\d3d11\dxut\MIT.txt.
* Premake is distributed under the terms of the BSD License. See premake\LICENSE.txt.
* The Open Asset Import Library (assimp) is distributed under the terms of the BSD License. See third_party\assimp\LICENSE.

DXUT and assimp are only used by the sample, not the core library. Only first-party software (specifically ags_lib, amd_geometryfx, and amd_lib) is needed to build the GeometryFX library.

Attribution


* AMD, the AMD Arrow logo, Radeon, and combinations thereof are either registered trademarks or trademarks of Ad Micro Devices, Inc. in the United States and/or other countries.
* Microsoft, DirectX, Studio, and Windows are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.

项目信息

开发语言:C++

Star 数:227

技术要点

该项目属于CTF思路方向的开源资源,代码结构清晰,适合安全研究人员学习参考。项目围绕DirectX 11 library that provides convenient access to compute-based triangle filtering (CTF)展开,提供了可运行的实现,对理解相关安全机制、工具原理与攻防技术具有较高的研究价值。

从技术实现角度看,此类项目的核心在于对底层原理的深入理解与工程化落地。开发者在研究过程中可以结合官方文档与社区讨论,梳理项目的初始化流程、核心模块职责与数据流转,逐步掌握其中的技术细节与设计思路。

使用与学习建议

1. 下载源码压缩包,解压到本地环境。

2. 根据项目类型准备对应的运行环境与依赖。

3. 按照 README 中的步骤完成配置与部署。

4. 在隔离的测试环境中运行验证,避免影响生产系统。

免责声明

本资源来源于开源社区,仅供安全研究、技术学习与合法授权范围内的攻防演练使用,请勿用于任何非法或侵害他人权益的用途。使用本项目产生的一切后果由使用者自行承担。

资源标题GeometryFX - DirectX 11 library that provides convenient access
所属分类CTF思路
发布作者admin
发布时间2026-10-05 23:45:54
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