Author Topic: Intel - Introduction to Resource Binding in Microsoft DirectX 12  (Read 4592 times)

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On March 20th, 2014, Microsoft announced DirectX* 12 at the Game Developers Conference. By reducing resource overhead, DirectX 12 will help applications run more efficiently, decreasing energy consumption and allow gamers to play longer on mobile devices.
From a high-level point of view and compared to DirectX 10 and 11, the architecture of DirectX 12 differs in the areas of state management and the way resources are tracked and managed in memory.
DirectX 12 offers full control over resource usage patterns. The application developer is responsible for allocating memory in descriptor heaps, describing the resources in descriptors, and letting the shader “index” into descriptor heaps via descriptor tables that are made “known” to the shader via root signatures.

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