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themaister.net | ||
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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.jlekstrand.net
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| | | | | [AI summary] The author discusses the complexities and challenges of descriptor sets in Vulkan and compares them to other graphics APIs like D3D12, highlighting hardware differences and the difficulties in creating a unified descriptor management system. | |
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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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themaister.net
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| | | [AI summary] The article discusses the challenges and strategies for managing render pipelines in Vulkan, emphasizing pre-warming and avoiding last-minute pipeline compilation to prevent performance hiccups. | ||