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www.willusher.io
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| | | | | [AI summary] This article provides a step-by-step guide to setting up a WebGPU context and rendering a triangle on the screen, introducing the basics of WebGPU and its advantages over WebGL. It covers the setup of the rendering context, shader modules, vertex data, render pipeline configuration, and the rendering loop, culminating in a working example of a triangle being displayed. | |
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rg3.name
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logins.github.io
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| | | | | Why Talking about DX12 Resource Handling Among the many changes that happened in the transition between Direct3D version 11 and 12, the idea of shader resources has been reworked quite a lot and the process to handle resources has become much more granular than before. D3D12 introduces a new binding model for resources compared to D3D11. Objects called resource views are created to reference buffer resources to the graphics pipeline, but now all the operations that were happening when binding a resource in D3D11 (e.g. make it resident in GPU memory, lifetime in memory checks, state handling, CPU-to-GPU memory mapping checks) are now fragmented in different calls to the SDK so that we can execute just a subset of them depending on the current needs. I talked ... | |
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c0de517e.com
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| | | Angelo Pesce's homepage & blog on computers, graphics and other things. | ||