![]() In DirectX 11, there are dependencies between these different states. This pipeline contains a collection of different states, including rasterize state, blend state, and depth stencil state, among other components. However, DirectX 11's graphics pipeline isn't perfect. This is referred to as the graphics pipeline and is the flow of data inputs and outputs that occur as your GPU renders frames. With DirectX 11, when a game's geometry is submitted to the GPU to be rendered, a variety of hardware settings are responsible for interpreting and rendering this data. This maximizes GPU usage and improves your gaming performance.ĭirectX 12 also introduced PSOs. With DirectX 12's asynchronous computing, the waiter would be able to take your order all at once like in a fast food chain. Until you receive your drink, the GPU resources needed to take your main course order would be idle. In computing, each of the waiter's tasks would be handled by a different GPU resource. While this is effective, it isn't as efficient as it could be. The waiter isn't going to ask you what you would like for dessert before you have had your main course. Once you receive your drinks, they ask you what you would like for the main course. When a waiter first takes your order, they ask you what you would like to drink first. Think of it like a waiter at a restaurant. When this occurs, performance takes a hit because all of your GPU resources aren't being used. With DirectX 11, the GPU can only perform one of these tasks at a time and in a certain order. This essentially unlocks your GPU's full potential.Īside from graphics rendering, your GPU is responsible for handling a wide range of other tasks, such as running machine learning algorithms. Asynchronous computing increases GPU utilization by allowing multiple workloads to work in parallel. This includes asynchronous computing and pipeline state objects (PSOs). Therefore, the runtime does not allow an application to read from luma while the application simultaneously renders to chroma in the same surface even though the hardware might allow these simultaneous operations.DirectX 12 also comes with some fancy bells and whistles. ![]() The runtime read+write conflict prevention logic (which stops a resource from being bound as an SRV and RTV or UAV at the same time) treats views of different parts of the same video surface as conflicting for simplicity. The video resource format values on the DXGI_FORMAT reference page specify the format values that views are restricted to. Additionally, the format of the underlying video resource restricts the formats that the view can use. The value in the ViewDimension member of the D3D11_UNORDERED_ACCESS_VIEW_DESC structure for a created unordered-access view must match the type of video resource, D3D11_UAV_DIMENSION_TEXTURE2D for Texture2D and D3D11_UAV_DIMENSION_TEXTURE2DARRAY for Texture2DArray. These video resources are either Texture2D or Texture2DArray. You can create unordered-access views of video resources so that Direct3D shaders can process those unordered-access views. The Direct3D 11.1 runtime, which is available starting with Windows 8, allows you to use CreateUnorderedAccessView for the following new purpose. This method returns one of the Direct3D 11 Return Codes. ![]() Set this parameter to NULL to validate the other input parameters (the method will return S_FALSE if the other input parameters pass validation). Set this parameter to NULL to create a view that accesses the entire resource (using the format the resource was created with).Īddress of a pointer to an ID3D11UnorderedAccessView that represents an unordered-access view. Pointer to an D3D11_UNORDERED_ACCESS_VIEW_DESC that represents a shader-resource view description. Type: const D3D11_UNORDERED_ACCESS_VIEW_DESC* ![]() Pointer to an ID3D11Resource that represents a resources that will serve as an input to a shader. const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc, Syntax HRESULT CreateUnorderedAccessView( Creates a view for accessing an unordered access resource.
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