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niwei 发表于 2012-9-19 15:08 ![]()
一个固步自封的奇葩也只能用用傻快卡YY杀别人全家这类下三滥的构思了[w00t>
从另一个方面来看,DX11.1 ...
•Shader tracing(shader追踪) •Direct3D device sharing(D3D设备共享)
•Check support of new Direct3D 11.1 features and formats(全新D3D特性支持)
•Create larger constant buffers than a shader can access(允许创建大于shader可访问尺寸的常buffer)
•Use logical operations in a render target(对渲染目标执行逻辑操作)
•Force the sample count to create a rasterizer state(为每一个光栅化过程强制样本数)
•Process video resources with shaders(通过shader处理视频过程)
•Change subresources with new copy options(通过新的copy选项改进资源体系)
•Discard resources and resource views(放弃传统的资源管理和资源视图模式)
•Support a larger number of UAVs(支持大量的UAV[UnorderedAccessViews]操作)
•Bind a subrange of a constant buffer to a shader(为shader绑定作为子区间的常buffer)
•Retrieve the subrange of a constant buffer that is bound to a shader(检索每一个绑定常buffer作为子区间的shader的常buffer子区间)
•Clear all or part of a resource view(清除所有关于资源视图的内容)
•Map SRVs of dynamic buffers with NO_OVERWRITE(以非overwrite方式为SRVs动态buffer创建地图)
•Use UAVs at every pipeline stage(在每条渲染管线上使用UAV)
抛开意义不谈,UAV的大量引入才是导致DX11提升版本号到11.1的原因。
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