Microsoft Celebrating 10 Years of DirectX 12 #DirectX12 #DX12
https://www.elevenforum.com/t/celebrating-10-years-of-directx-12.43076/
Microsoft Celebrating 10 Years of DirectX 12 #DirectX12 #DX12
https://www.elevenforum.com/t/celebrating-10-years-of-directx-12.43076/
why is #DX12. everything is just crashing constantly. i hate #computing.
OK #DX12 #expert #shaders #howto solve this .. you have an HLSL shader where you declare let's say FOR EXAMPLE
cbuffer Constants : register(b0)
{
float4 Banana;
float4x4 World;
float4 Pappine;
}
But then MAYBE later on you have an #ifdef /something that makes the shader NOT use "Banana" .. now the optimizator "would remove Banana from the cbuffer block" so now you'll have 16 bytes less in the structure but "how do you know when you load the shader" that is happened ? You see the shit.
⬛ No more black boxes! AMD Radeon GPU Profiler (RGP) now supports AMD RDNA 4 GPUs.
🔥 Profiling of #DirectML apps and compute-based #DX12 and #Vulkan apps
🔥 Improved support for Work Graphs apps
🔥 UI enhancements to the ISA views
More info: https://gpuopen.com/learn/radeon_gpu_profiler_2-4_support_rx9000_series_pure-compute_applications/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts
(🧵 4/7)
DirectX 12 Agility SDK 1.716.0-preview Explained - a new post on my blog
https://asawicki.info/news_1783_directx_12_agility_sdk_17160-preview_explained
#directx12 #dx12
I added support for the new #directx12 #dx12 resource tight alignment to D3D12 Memory Allocator. Because it is a preview feature, I did it on a branch: https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator/tree/feature/resource-tight-alignment
The new DirectX 12 Agility SDK 1.615.0 and 1.716.0-preview adds some exciting features! I plan to write more about it on my blog soon. D3D12 Memory Allocator library and D3d12info tool will need an update.
https://devblogs.microsoft.com/directx/agilitysdk-1-716-0-preview-and-1-615-retail/
#directx12 #dx12
🔥 We've just released a big update to our #Radeon #Developer #Tool Suite, inc. several features seen at #GDC2024 🎮
1. RDP 3.0 has huge UI improvements, detailed logging view, and more: https://gpuopen.com/rdp/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts
2. RGP 2.1 now has interoperability with RGA for shader analysis: https://gpuopen.com/learn/rgp-2-1-rga-interoperability/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts
3.RGA v2.9.1 simplifies #DX12 shader compilation: https://gpuopen.com/learn/rga-2-9-1-single-d3d12-shader-compilation/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts
4. RRA 1.5 ray inspector now displays the ray hierarchy: https://gpuopen.com/radeon-raytracing-analyzer/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts
Lots more info at each link above! 🎉
"Enhanced barriers are not supported on the current device"
Sooo... A RTX 3060 Ti does not support enhanced barriers? 🤔 Or did I do something wrong?
El 2024 va a ser el año de NVK, el driver libre de #Vulkan para #Nvidia en #Linux.
Entre las mejoras va a estar el soporte de Vulkan 1.3, #VKD3D para la ejecución de juegos #DX12, y optimizaciones de rendimiento que lo pongan a la par del propietario.
Para los que usamos #Fedora, están en conversaciones para poderlo poner por defecto para Fedora 40.
NVK holiday update: What we've achieved, and where we're headed
https://www.collabora.com/news-and-blog/news-and-events/nvk-holiday-update.html
Knockout City frame #rendering breakdown by @ataylor
https://www.velanstudios.com/post/knockout-city-frame-breakdown
Sooo about #dx12 root constants... What mental model should I have about the memory here?
Is it correct to assume the knowledge about the CUDA memory model also applies to the graphics pipeline? There's thread-local registers, shared memory per thread block and global memory?
Is it correct that root constants reside in registers and may spill to shared memory if they exceed available registers?
I wrote about why #DX12 support and the #GamePortingToolkit is the biggest thing to happen to gaming on the #Mac in more than 30 years for Inverse! I stad by this -- even if it remains a niche/developer centric tool, the community has already proved that this is a big deal. I hope to see this integrated with Steam for Apple silicon Macs in the fall. https://www.inverse.com/tech/mac-directx-12-game-porting-toolkit-pc-games
Christina Warren @ RenderATLさんはTwitterを使っています:
Apple added #DX12 support to macOS and Apple Silicon via its Game Porting Toolkit. It’s basically a 20k patch to Wine that will make it easy to play AAA Windows games on macOS without using a VM.
GitHub - apple/homebrew-apple https://github.com/apple/homebrew-apple
https://twitter.com/film_girl/status/1666127888679321602
Metal 対応のためにポーティングツールを用意するとは言ってたけど、 Wine はともかく DirectX12 まで対応するのか...
RT film_girl: Apple added #DX12 support to macOS and Apple Silicon via its Game Porting Toolkit. It’s basically a 20k patch to Wine that will make it easy to play AAA Windows games on macOS without using a VM. https://github.com/apple/homebrew-apple
Apple added #DX12 support to macOS and Apple Silicon via its Game Porting Toolkit. It’s basically a 20k patch to Wine that will make it easy to play AAA Windows games on macOS without using a VM. https://github.com/apple/homebrew-apple
#Windows kann endgültig einpacken. #Unix hat gewonnen.
#Apple #WWDC #WWDC23 #WWDC2023 #DX12 #Metal #MacGaming #Gaming #macOS #GamePortingToolKit #WINE #Crossover