DirectX Compute Shader support on 9300 M

Well I’ve read here [url=“http://www.nvidia.com/object/dxcompute.html”]http://www.nvidia.com/object/dxcompute.html[/url]
that “DirectX Compute is supported on current DX10 class GPU’s”.
I have question: can I try out CS 4.x on my GeForce 9300 M?
I ask this question because after I read this
[url=“DirectX 11 Compute Shader tutorial - Graphics and GPU Programming - GameDev.net”]http://www.gamedev.net/community/forums/to...topic_id=516043[/url]
I check my support of
D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS.ComputeShaders_Plus_R
awAndStructuredBuffers_Via_Shader_4_x
but unfortunately it is FALSE.
Anybody can help me?
I use Windows 7 beta and last NVIDIA drivers for it
(http://www.nvidia.com/object/windows_7.html)

Yes, DirectX Compute is supported on all GeForce 8 series GPUs and above, but you need a release 185 driver (for example 185.68) which I don’t think we’ve released for Windows 7 yet.

Thanks Simon! I’ve just installed Windows Vista 185.68 drivers for Windows 7 and it’s work!!!

Btw, Where did you find the link for the download?

Try this:
[url=“http://www.nvidia.com/object/win7_x86_185.85_whql.html”]http://www.nvidia.com/object/win7_x86_185.85_whql.html[/url]

I tried Compute Shader on my GTX 280, with display driver 185.85 and CUDA driver 185.85.
I’ve tested all 4 DX11 demos provided by MS in their DirectxSDK.
Only the MultithreadedRendering11 works on hardware. The other could only run on reference.
Is there anything I need to do the get the remaining 3 demos run on hardware?

gtx 280 doesnt support dx11, only dx10. there arent any consumer graphics cards out at the moment that support dx11.

Well, It’s very strange!
I just install Windows 7 RC and drivers (185.85_notebook_win7_32bit_whql) and DirectX Compute really DON’T work!!!
Whats wrong???
Recently I have Windows 7 Beta and 185.68 Vista (yes, yes exactly Vista) drivers and everything was OK!
Maybe there is Microsoft error?

P.S. Oouu :( 185.68 drivers now “File not found”.

Ha! I found windows vista 185.68 drivers (outside nvidia site).
I’ve just uninstall 185.85 windows 7 drivers, then I install 185.68 vista beta drivers and It’s WORK!
Look at this two screencaptures:

capture02.JPG

As you can see FPS > 30 and Hardware is ON!

Well. It’s very strange! How beta drivers can work better than release drivers? External Image
Dear Nvidia Developers! You have to check your 185.85 drivers. There is no support of DirectX compute!

Hi Lex,
Do I need also to install CUDA driver 185.68?

Well, NicholasBG.
It’s seems like everything work OK with 185.68 drivers.
I think these drivers has CUDA support already.
Look at this:

But Please Be carefull. These drivers are beta.
So I hope Nvidia will make normal release drivers with DirectX compute.
But this is very strange. Beta is better than release. :wacko:

Thanks Lex, but I failed with 185.68 on vista. I’d better install a Win7 first…

I’m trying to run a dx10cs shader on a 260 card and seem unable to get anything started

I’m running 185.85 on vista and execute the following code
The create device call returns a valid dx11 kind of device
but the options
ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x is false (0)

Any suggestions?

int
InitDevice(int doEmulation, int adapter_id )
{

// set device, context, and staging buffer
D3D_DRIVER_TYPE eDriverType;
if ( doEmulation ) {
eDriverType = D3D_DRIVER_TYPE_REFERENCE;
} else {
eDriverType = D3D_DRIVER_TYPE_HARDWARE;
}

IDXGIAdapter * adapter = NULL;
if (adapter_id > 0){
eDriverType = D3D_DRIVER_TYPE_UNKNOWN;
IDXGIFactory* pFactory = NULL;

// Create a DXGIFactory object.
if(FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory) ,(void**)&pFactory))) {
  printf("failed to create factory\n");
  return(-1);
}

if(pFactory->EnumAdapters(adapter_id, &adapter) == DXGI_ERROR_NOT_FOUND) {
  printf("failed to find adapter\n");
  return (-1);
}

pFactory->Release();

}

pGpu = new Gpu();

unsigned int nDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED;
nDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; // enable dx debuging in debugger
nDeviceFlags = 0; // no options needed

const D3D_FEATURE_LEVEL pRequestFeature[1] = {D3D_FEATURE_LEVEL_10_0};
D3D_FEATURE_LEVEL level;

HRESULT res = D3D11CreateDevice( adapter,
eDriverType, // driver type (ref or hal)
NULL, // software rasterizer module
nDeviceFlags, // flags
pRequestFeature, // feature levels.
1, // number of parms to feature levels
D3D11_SDK_VERSION,
&(pGpu->pDevice),
&level, // returned feature level
&(pGpu->pCtx) );

if (res != S_OK ) {
printf(“Failed – could not create d3d11 or d3d10_cs device\n”);
return (-1);
}

D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS options;
HRESULT hr = pGpu->pDevice->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTION
S, &options,
sizeof(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS));
if(!options.ComputeShaders_Plus_RawAndStructuredBuffers_Via_
Shader_4_x){
printf(“No Compute shader support?\n”);
}

return (0);
}

i am trying to learn more about codecs, but still having trouble understanding it fully. I have a new computer, so it makes sense that I need a certain codec to install in order to view my video as I edit on Adobe Premiere Pro CS4. My footage works on Windows Media Player, and the quality is somewhat Poor when I play it on Quicktime (but at least it works).
Now a few questions I have. First, does anyone know the best codec to use for Adobe Premiere Pro? I import DV files from my camcorder, and almost all of my video files are ".avi"Also, I notice that the codecs are different for each media player that I apply this footage to. And I simply see instructions to download the correct codec. Well first I dont know which codec would be best for my setup, plus my second question: Once I do install the correct codec, will Premiere automatically know to use that codec? Or do I have to adjust a certain setting in Premiere to make the correct codec function? I could not see any setting that allowed me to change the codec…
Thanks!