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- 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.
- 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.
- WARP, the software rasterizer, has been given a performance boost
- Shader tracing has been added for developers to trace shader performance (previously this would require GPU-specific tools)
- 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
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