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themaister.net | ||
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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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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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blog.mecheye.net
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| | | | | [AI summary] The article explores the complexities of modern graphics rendering, focusing on topics like render pass management, buffer allocation, and the evolution of graphics APIs. It emphasizes the importance of understanding how state is managed, the role of buffer renaming, and the transition from older APIs like OpenGL to modern ones such as Vulkan and Direct3D 12. The author also discusses the challenges of working with legacy systems and the benefits of using Direct State Access (DSA) in OpenGL to reduce errors and improve efficiency. | |
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www.jendrikillner.com
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