![]() In Direct3D 11, all work submission is done via the immediate context, which represents a single stream of commands that go to the GPU. This allows hardware and drivers to immediately convert the PSO into whatever hardware native instructions and state are required to execute GPU work. This is primarily because there are often interdependencies between the various states (…)ĭirect3D 12 addresses this issue by unifying much of the pipeline state into immutable pipeline state objects (PSOs), which are finalized on creation. This provides a convenient, relatively high-level representation of the graphics pipeline, however it doesn’t map very well to modern hardware. For example, input assembler state, pixel shader state, rasterizer state, and output merger state are all independently modifiable. Mostly because it can’t efficiently benefit from multi-core systems.ĭirect3D 11 allows pipeline state manipulation through a large set of orthogonal objects. DirectX11 was heavily bottlenecked by CPU performance. Similar to Mantle, DX12 will reduced the overhead of both GPU and CPU.ĭX12 will benefit from multi-threaded hardware. What’s newĭirectX 12, just like AMD’s Mantle, takes things to much lower hardware abstraction level than ever before. ![]() We are still missing a lot of details, but the most important bits of information are available. Microsoft has been working with major hardware manufacturers to develop new DX12 API. Looks like the rumors about Mantle-copy turned out to be inaccurate. Microsoft has just introduced its DirectX 12. ![]()
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