able of Contents
2.0 – Pipeline State Object
3.0 – Resource Binding
4.0 – Heaps and Tables
4.1 – Redundant Resource Binding
4.2 – Descriptors
4.3 – Heaps
4.4 – Tables
4.5 – Bindless and Efficient
4.6 – Render Context Review
4.2 – Descriptors
4.3 – Heaps
4.4 – Tables
4.5 – Bindless and Efficient
4.6 – Render Context Review
5.0 – Bundles
6.0 – Command Lists
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
沒有留言:
張貼留言