A Look Inside D3D12 Resource State Barriers
Many D3D12 developers have become accustomed to managing resource state transitions and read/write hazards themselves using the ResourceBarrier API. Prior to D3D12, such details were handled internally...
View ArticleDev Preview of New DirectX 12 Features
In this blog post, we will preview a suite of new DirectX 12 features, including DirectX Raytracing tier 1.1, Mesh Shader, and Sampler Feedback. We will briefly explain what each feature is and how it...
View ArticleComing to DirectX 12— Sampler Feedback: some useful once-hidden data, unlocked
Why Feedback: A Streaming Scenario Suppose you are shading a complicated 3D scene. The camera moves swiftly throughout the scene, causing some objects to be moved into different levels of detail. Since...
View ArticleDirectX Raytracing (DXR) Tier 1.1
Real-time raytracing is still in its very early days, so unsurprisingly there is plenty of room for the industry to move forward. Since the launch of DXR, the initial wave of feedback has resulted in...
View ArticleComing to DirectX 12— Mesh Shaders and Amplification Shaders: Reinventing the...
D3D12 is adding two new shader stages: the Mesh Shader and the Amplification Shader. These additions will streamline the rendering pipeline, while simultaneously boosting flexibility and efficiency....
View ArticleComing to DirectX 12: More control over memory allocation
In the next update to Windows, D3D12 will be adding two new flags to the D3D12_HEAP_FLAG enumeration. These new flags are “impermanent” properties, which don’t affect the resulting memory itself, but...
View ArticleComing to DirectX 12: D3D9On12 and D3D11On12 Resource Interop APIs
D3D is introducing D3D9on12 with resource interop APIs and adding similar resource interop APIs to D3D11on12. With this new support, callers can now retrieve the underlying D3D12 resource from the...
View ArticleCPU- and GPU-boundedness
We wrote this article to explain two key terms: CPU-bound and GPU-bound. There’s some misinformation about this terms, and we’re hoping this article can help fix this problem. Even though applications...
View ArticleDirectX 12 and Fortnite
On Monday, Epic Games announced that DirectX 12 support is coming to Fortnite. And today, the wait is over: anyone updating to the v11.20 patch has the option to try out Fortnite’s beta DX12 path! What...
View ArticleDemystifying Fullscreen Optimizations
TLDR – Demystifying Fullscreen vs Windowed Mode Games on PC generally offer three different types of display modes: Fullscreen Exclusive (FSE), Windowed, and Borderless Windowed. Fullscreen...
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