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timur.hu
| | mikemarcin.com
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| | our choice of DirectX 12 in our previous entry. In order to more fully understand how we're going to proceed to add graphics support to our engine we need to understand a bit of the history and evolution of graphics APIs. A Brief History of Graphics APIs Graphics APIs evolved through the decades. They start in the early 1990s with Iris GL followed by OpenGL. These are fixed-function immediate mode APIs.
| | 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.
| | therealmjp.github.io
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| | Pictured above: Paul Atreides visualizing his full tree of shader permutations and regretting his decisions If you've read the previous article then you hopefully have a decent understanding of how shader permutations ended up being such a common issue. The good news is that there is some hope for the future: if we look across recent game releases as well as the features available in the latest GPUs and APIs, we do see some promising avenues for digging ourselves out of our self-imposed avalanche of compiled bytecode.
| | 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...