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www.khronos.org | ||
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therealmjp.github.io
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| | | | | For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for ten years now. Windows 10 was released on July 29th 2015, and D3D12 has been with us ever since. While it's true that this is the longest we've gone between major D3D version updates, it's also not fair to say that the API has remained static. | |
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themaister.net
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| | | | | [AI summary] The author discusses the complexities and challenges of implementing D3D12's binding model in vkd3d-proton, highlighting the intricacies of bindless resources, local root signatures, and the transition to SM 6.6. They emphasize the need for careful handling of descriptors, validation, and the impact of hardware differences. The author also mentions the benefits of AMD's GCN architecture for bindless operations and the importance of thorough testing and code generation for different GPU architectures. | |
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logins.github.io
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| | | | | Why talking about the Root Signature? The Root Signature is the object that represents the link between the command list and the resources used by the pipeline. It specifies the data types that shaders should expect from the application, and also which pipeline state objects are compatible (those compiled with the same layout) for the next draw/dispatch calls. To check a practical usage of the root signature you can refer to my github repo FirstDX12Renderer by clicking here. Composition of the root signature will be described next. Note: Reader here is assumed to have a general understanding of D3D12 graphics pipeline and resources. You can read my article about the Pipeline State Object (PSO) and an article fully dedicated to shader resources will come late... | |
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alain.xyz
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| | | A review of the state of the art in real time renderer architectures. | ||