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标题: DirectX 11.1来了 [打印本页]

作者: jocover    时间: 2011-9-14 20:08
标题: DirectX 11.1来了
http://msdn.microsoft.com/en-us/library/ff476329%28v=vs.85%29.aspx

D3D_FEATURE_LEVEL_11_1

Minimum supported client
Windows Developer Preview
Minimum supported server
Windows Server Developer Preview
Header
D3D11_1.h
Library
D3D11_1.lib


作者: gtx5    时间: 2011-9-14 20:12
不知道HD7000和GTX600支持不{lol:]
作者: tony0706    时间: 2011-9-14 20:13
会和 DX10.1一样的命运么
作者: goldman948    时间: 2011-9-14 20:16
.1版就是个悲剧
作者: jocover    时间: 2011-9-14 20:20
本帖最后由 jocover 于 2011-9-14 20:24 编辑

http://msdn.microsoft.com/en-us/ ... 7%28v=VS.85%29.aspx

http://msdn.microsoft.com/en-us/ ... 0%28v=VS.85%29.aspx

http://msdn.microsoft.com/en-us/ ... 8%28v=VS.85%29.aspx

http://msdn.microsoft.com/en-us/ ... 5%28v=VS.85%29.aspx

旧硬件能获得的一些新功能
作者: crespo021    时间: 2011-9-14 20:35
gtx-5XX杯具了,又要升级了
作者: Edison    时间: 2011-9-14 20:41
D3D11_FEATURE_DATA_ARCHITECTURE_INFO structure

Describes information about Direct3D 11.1 adapter architecture.

TileBasedDeferredRenderer

    Specifies whether a rendering device batches rendering commands and performs multipass rendering into tiles or bins over a render area. Certain API usage patterns that are fine TileBasedDefferredRenderers (TBDRs) can perform worse on non-TBDRs and vice versa. Applications that are careful about rendering can be friendly to both TBDR and non-TBDR architectures. TRUE if the rendering device batches rendering commands and FALSE otherwise.

微软对 TBDR 开始认真了?

MID 上面一大堆 TBDR。
作者: fengpc    时间: 2011-9-14 21:49
开始为win8和arm准备吧,移动设备上都是TBDR,省带宽
作者: cjhalo    时间: 2011-9-14 22:46
希望云计算技术能快点普及开来,以后就不用花大笔钱在硬件上了
作者: Edison    时间: 2011-9-15 10:09
  1.     Cap bits are back in a way after being removed in D3D 10; the primary purpose of these seems to be to allow Win8 to better handle supporting traditional Intel/NVIDIA/AMD GPUs, and more exotic SoC GPUs by allowing applications to see if the GPU is a tile based deferred renderer, among other things.
  2.     Direct3D has better access to Media Foundation (Windows' video playback/encode API). It's now possible to pipe MF output through pixel shaders before display.
  3.     WARP, the software rasterizer, has been given a performance boost
  4.     Shader tracing has been added for developers to trace shader performance (previously this would require GPU-specific tools)
  5.     Stereoscopic 3D support has been added to D3D. We don't have the details of the underpinnings here, but we expect that this will be the vendor-neutral S3D API users have bee clamoring for, without requiring devs to directly interact with quad buffers on a per-vendor basis
复制代码

作者: vista@xp    时间: 2011-9-15 10:12
感谢分享,冷潮热讽总是少不了的
作者: gz_easy    时间: 2011-9-15 10:56
本帖最后由 gz_easy 于 2011-9-15 10:57 编辑

11.1加入对ARM CPU优化。
"Staging Surface CPU Read Performance (primarily for ARM CPUs)"
作者: GTX999    时间: 2011-9-16 12:53
标题: RE: DirectX 11.1来了
cjhalo 发表于 2011-9-14 22:46
希望云计算技术能快点普及开来,以后就不用花大笔钱在硬件上了

花更多的钱在租服务器和网络上
作者: asdf666    时间: 2011-9-16 17:38
goldman948 发表于 2011-9-14 20:16  .1版就是个悲剧

dx8.1是悲剧?
作者: aibo    时间: 2011-9-17 22:03
本帖最后由 aibo 于 2011-9-17 22:05 编辑
asdf666 发表于 2011-9-16 17:38
dx8.1是悲剧?


反正不是那么成功,nv在dx8级别的gpu上始终没有支持ps1.4

迄今只为最成功的是低调的DX9.0C

啥时候ms低调了,就牛逼了
作者: mooncocoon    时间: 2011-9-19 14:42
Edison 发表于 2011-9-14 20:41
D3D11_FEATURE_DATA_ARCHITECTURE_INFO structure

Describes information about Direct3D 11.1 adapter  ...

我觉得这个是针对移动领域的,桌面用回TBR类得操作完全是脑子进水了
作者: 66666    时间: 2011-9-19 14:52
mooncocoon 发表于 2011-9-19 14:42
我觉得这个是针对移动领域的,桌面用回TBR类得操作完全是脑子进水了

TBDR在多边形方面有致命伤,这个更新肯定是针对WIN8 ARM而已。

毕竟powerVR在ARM方面占有率还是很高的
作者: yebx    时间: 2011-9-20 13:12
看看a和n哪个先支持




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