2015年2月12日 星期四

Direct3D* 12 - Console API Efficiency & Performance on PCs

able of Contents

    1.0 – Blast from the Past
    1.1 – Closer to the Metal
    3.1 – Resource Hazards
    3.2 – Resource Residency Management
    3.3 – State Mirroring
    4.1 – Redundant Resource Binding
    4.2 – Descriptors
    4.3 – Heaps
    4.4 – Tables
    4.5 – Bindless and Efficient
    4.6 – Render Context Review
5.0 – Bundles
    5.1 – Redundant Render Commands
    5.2 – What are Bundles?
    5.3 – Code Efficiency
6.0 – Command Lists
    6.1 – Command Creation Parallelism
    6.2 – Lists and the Queue

2.0 Pipeline State Object

To discuss the Pipeline State Object, or PSO, let’s first review the D3D 11 render context, then cover the changes in D3D 12. Figure 1 contains the D3D 11 render context as shown by Max McMullen, the D3D Development Lead, at BUILD 2014 in April.

Figure 1: The D3D 11 Render Context. [Reprinted with permission from Microsoft.]
    6.3 – Command Queue Flow
7.0 – Dynamic Heaps
8.0 – CPU Parallelism
9.0 – Summary

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