DX11.2 Tiled Resource Pool

Nvidia white paper : 

https://developer.nvidia.com/content/taking-advantage-directx112-tiled-resources

https://developer.nvidia.com/sites/default/files/akamai/gameworks/events/gdc14/GDC_14_DirectX%20Advancements%20in%20the%20Many-Core%20Era%20Getting%20the%20Most%20out%20of%20the%20PC%20Platform.pdf

https://developer.nvidia.com/sites/default/files/akamai/gameworks/events/gdc14/GDC_14_Real%20Virtual%20Texturing%20-%20Taking%20Advantage%20of%20DirectX%2011.2%20Tiled%20Resources.pdf

http://news.mydrivers.com/1/267/267530.htm

http://v.youku.com/v_show/id_XNTc2MzA2MTQw.html

微软借助一个Demo现场演示了DX 11.2中的一个重要特性:Tiled Resources。

开发者可利用Tiled Resources在物理显存及虚拟资源之间建立松散的映射关系——换句话说,可利用规模较小的本地物理显存获得一大坨可用的虚拟空间,从而为游戏中的地形贴图及App界面提供方便。

DirectX 11.2演示

除此之外,DX 11.2还支持以下特性:

- HLSL shader linking
- Inbox HLSL compiler
GPU overlay support
- DirectX tiled resources
Direct3D low-latency presentation API
- DXGI Trim API and map default buffer
- Frame buffer scaling
- Multithreading with SurfaceImageSource
- Interactive Microsoft DirectX composition of XAML visual elements
- Direct2D batching with SurfaceImageSource

微软在视频中称DX 11.2将用于Windows 8.1及下一代主机比如Xbox One。考虑到PS4是定制版FreeBSD/Unix系统,而Wii U已被开除出次世代行列,实际上DX 11.2将由Xbox One独占。

但是索尼爱好者请勿泄气,卡大神的MegaTexturing与DX 11.2的Tiled Resources颇为神似且有实际应用案例,尽管在《Rage》中用得不算特别成功。

卡马克的MegaTexture技术使用预存于硬盘的纹理数据来实现局促空间下应用大纹理数据,这也是《Rage》一作占用20多GB磁盘空间的原因所在:

DirectX 11.2演示

对PC玩家来说,传说中的Radeon HD 8000系列会不会因为AMD与微软靠得特别近从而有幸成为市面上首批DX 11.2示范卡?

http://msdn.microsoft.com/zh-cn/library/dn458996(v=vs.85).aspx

This section contains functions that a Windows Display Driver Model (WDDM) 1.3 and later user-mode display driver must implement in order to support the use and manipulation of tiled resources.

For more info, see Tiled resource support.

In this section

Topic Description

CheckMultisampleQualityLevels(D3D11_2)

Retrieves the number of quality levels that the device supports for the specified number of samples. Supported

CopyTileMappings

Copies mappings from a source tiled resource to a destination tiled resource.

CopyTiles

Copies tiles from buffer to tiled resource or vice versa.

GetMipPacking

For a given tiled resource, returns how many mips are packed, and how many tiles are needed to store all the packed mips.

RelocateDeviceFuncs(D3D11_2)

Notifies the user-mode display driver about the new location of the driver function table. Implemented by WDDM 1.3 and later user-mode display drivers.

ResizeTilePool

Resizes a tile pool.

TiledResourceBarrier

Specifies a data access ordering constraint between multiple tiled resources. For more info about this constraint, see Remarks.

UpdateTileMappings

Updates mappings of tile locations in tiled resources to memory locations in a tile pool.

UpdateTiles

Updates tiles by copying from app memory to the tiled resource.

转载于:https://www.cnblogs.com/kylegui/p/3845420.html

猜你喜欢

转载自blog.csdn.net/weixin_34274029/article/details/94036786