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www.collabora.com | ||
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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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www.gfxstrand.net
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| | | | | [AI summary] The post discusses the complexities and challenges of descriptor sets in graphics APIs like Vulkan and D3D12, focusing on hardware differences and the trade-offs between various descriptor binding methods. | |
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alain.xyz
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| | | | | Low level Graphics APIs such as DirectX 12, Vulkan, Metal, and WebGPU are converging to a model similar to the way GPUs are currently built. In this article we'll review modern graphics APIs and how they compare with older graphics APIs such as OpenGL in their design and data structures. | |
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lilysthings.org
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| | | [AI summary] The author shares their experience using a degoogled Android ROM with MicroG, detailing the setup process, challenges with replacing Google services, and the trade-offs of limiting Google integration. | ||