Anarchist4000
[H]ard|Gawd
- Joined
- Jun 10, 2001
- Messages
- 1,659
NEW RENDERING FEATURES IN DX12:
Conservative Rasterization
Conservative Rasterization adds some certainty to pixel rendering, which is helpful in particular to collision detection algorithms.
Indirect Drawing
Indirect drawing enables some scene-traversal and culling to be moved from the CPU to the GPU, which can improve performance. The command buffer can be generated by the CPU or GPU.
Rasterizer Ordered Views
Rasterizer ordered views (ROVs) allow pixel shader code to mark UAV bindings with a declaration that alters the normal requirements for the order of graphics pipeline results for UAVs. This enables Order Independent Transparency (OIT) algorithms to work, which give much better rendering results when multiple transparent objects are in line with each other in a view.
Shader Specified Stencil Reference Value
Enabling pixel shaders to output the Stencil Reference Value, rather than using the API-specified one, enables a very fine granular control over stencil operations.
Swap Chains
Swap chains control the back buffer rotation, forming the basis of graphics animation.
Direct3D 11.3 Features (Windows)Direct3D 11.3 Features
The following sections describe the functionality has been added in Direct3D 11.3. These features are also available in Direct3D 12.
In this section
TopicDescription
Conservative Rasterization
Conservative rasterization adds some certainty to pixel rendering, which is helpful in particular to collision detection algorithms.
Default Texture Mapping
The use of default texture mapping reduces copying and memory usage while sharing image data between the GPU and the CPU. However, it should only be used in specific situations. The standard swizzle layout avoids copying or swizzling data in multiple layouts.
Rasterizer Order Views
Rasterizer ordered views (ROVs) allow pixel shader code to mark UAV bindings with a declaration that alters the normal requirements for the order of graphics pipeline results for UAVs. This enables Order Independent Transparency (OIT) algorithms to work, which give much better rendering results when multiple transparent objects are in line with each other in a view.
Shader Specified Stencil Reference Value
Enabling pixel shaders to output the Stencil Reference Value, rather than using the API-specified one, enables a very fine granular control over stencil operations.
Typed Unordered Access View Loads
Unordered Access View (UAV) Typed Load is the ability for a shader to read from a UAV with a specific DXGI_FORMAT.
Unified Memory Architecture
Querying for whether Unified Memory Architecture (UMA) is supported can help determine how to handle some resources.
Volume Tiled Resources
Volume (3D) textures can be used as tiled resources, noting that tile resolution is three-dimensional.
Not sure I'd call those new features with DX12. More like what Microsoft originally intended for DX12 to be prior to mantle. DX12 really is about the low level explicit and async stuff for engine developers. All these features should be extensions like Vulkan does to allow new effects.
It's doubtful we'll see much use out of the features for a few years because of lack of hardware support. Only Maxwell2 and probably Polaris/Pascal can likely use all of them. Devs are probably far more concerned about getting a solid multi-threaded DX12/Vulkan engine going at this point. I'm sure we'll see some of them show up, but I wouldn't expect heavy usage until 2017 onward.