As with a standard D3D11 driver, this multithreading can be disabled using the D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS flag. That means that the thread which is calling D3D11 APIs should see reduced overhead, but it does mean that D3D11On12 may end up competing with other application threads for CPU time. We’ve reduced the amount of CPU overhead significantly, and added multithreading capabilities to be more in line with a standard D3D11 driver. We’ve made several improvements to this component’s performance. Swapchains were not supported on D3D11On12 devices.Īs of the Windupdate, this limitation is gone.As long as D3D11On12 is running on a driver that supports Shader Model 6.0 or newer, then it can run shaders that use interfaces. Shader interfaces / class instances / class linkages were unimplemented.Īs of the Windupdate, this limitation has been mostly lifted.When it first shipped, D3D11On12 had two API-visible limitations: Since that time, there’s been quite a few changes, and I’d like to touch upon some things that you can expect when you use D3D11On12 on more recent versions of Windows. It’s been quite a while since we last talked about D3D11On12, which enables incremental porting of an application from D3D11 to D3D12 by allowing developers to use D3D11 interfaces and objects to drive the D3D12 API.
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