Page Summary: So far, in the Direct3D videos, I discussed D3D12 initialization, work submission using command queues, command allocators ... Previously, I set up the high-level renderer and defined how it would interact with a low-level renderer through an interface.
Dx12 Programming Refactoring Part 1 -
So far, in the Direct3D videos, I discussed D3D12 initialization, work submission using command queues, command allocators ... Previously, I set up the high-level renderer and defined how it would interact with a low-level renderer through an interface. In the last video, I gave an overview of Direct3D 12 pipelines and talked about the root signature and how to create
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- So far, in the Direct3D videos, I discussed D3D12 initialization, work submission using command queues, command allocators ...
- Previously, I set up the high-level renderer and defined how it would interact with a low-level renderer through an interface.
- In the last video, I gave an overview of Direct3D 12 pipelines and talked about the root signature and how to create
- Direct3D 12 changes the binding model to match modern hardware and significantly improve performance.
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