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Your Game Needs Direct3D 11, So Get Started Now!
Bill BilodeauISV RelationsAMD Graphics Products [email protected]
V1.0
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 2
Topics covered in this session
Why your game needs Direct3D 11
Porting to Direct 3D 11 in the real world
– A view from the “Battlefield” trenches with Johan Anderson from DICE
Important Direct3D 11 features for your game
– How you can use these features on current hardware
Strategies for moving to Direct3D 11
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 3
Faster Rendering -> More Rendering -> Better Graphics
Direct3D 11 can make rendering more efficient
Tessellation
– Faster rendering using less space
Compute Shaders
– More programming freedom
– Efficient reuse of sampled data
Multithreading
– Takes advantage of modern multi-core CPUs
Why your game needs Direct3D 11
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 4
Superset of Direct 3D 10.1
– Gather() function speeds up texture fetches
– Standard API access to MSAA depth buffers
– MSAA sample patterns/mask, Cube map arrays, etc.
Supports multiple “device feature levels”
– 11.0
– 10.1, 10.0
– 9.3, 9.2, 9.1
– One API for all of your supported hardware
Runs on both Windows 7 and Vista
– Not tied to one operating system
More reasons to switch to Direct3D 11
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 5
You can run Direct3D 11 on downlevel hardware
If you stay within the feature level of the device you can use the Direct3D 11 API
Even some new Direct3D 11 features will run on old hardware:
– Multithreading
– Compute shaders
On some Direct3D hardware with new drivers
– Some restrictions may apply
Sometimes you can teach an old dog new tricks.
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 6
Porting to Direct3D 11 in the real world
Frostbite Engine
Johan Anderson
Rendering Architect
DICE
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 7
Frostbite DX11 port
Starting point– Cross-platform engine (PC, Xenon, PS3)
– Engine PC path used DX10 exclusively
– 10.0 and 10.1 feature levels
Ported entire engine from DX10 to DX11 API in 3 hours!– Mostly search’n’replace – 70% of time spent changing Map/Unmap calls that has
moved to immediate context instead of resource object Compile-time switchable DX10 or DX11 API usage
– As it will take a (short) while for the entire eco-system to support DX11 (PIX, NvPerfHud, IHV APIs, etc.)
– #define DICE_D3D11_ENABLE, currently ~100 usages
– Will be removed later when everything DX11 works
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 8
Temporary switchable DX10/DX11 wrappers#ifdef DICE_D3D11_ENABLE #include <External/DirectX/Include/d3d11.h>#else #include <External/DirectX/Include/d3d10_1.h>#endif
#ifdef DICE_D3D11_ENABLE #define ID3DALLDevice ID3D11Device #define ID3DALLDeviceContext ID3D11DeviceContext #define ID3DALLBuffer ID3D11Buffer #define ID3DALLRenderTargetView ID3D11RenderTargetView #define ID3DALLPixelShader ID3D11PixelShader #define ID3DALLTexture1D ID3D11Texture1D #define D3DALL_BLEND_DESC D3D11_BLEND_DESC1 #define D3DALL_BIND_SHADER_RESOURCE D3D11_BIND_SHADER_RESOURCE #define D3DALL_RASTERIZER_DESC D3D11_RASTERIZER_DESC #define D3DALL_USAGE_IMMUTABLE D3D11_USAGE_IMMUTABLE#else #define ID3DALLDevice ID3D10Device1 #define ID3DALLDeviceContext ID3D10Device1 #define ID3DALLBuffer ID3D10Buffer #define ID3DALLRenderTargetView ID3D10RenderTargetView #define ID3DALLPixelShader ID3D10PixelShader #define ID3DALLTexture1D ID3D10Texture1D #define D3DALL_BLEND_DESC D3D10_BLEND_DESC1 #define D3DALL_BIND_SHADER_RESOURCE D3D10_BIND_SHADER_RESOURCE #define D3DALL_RASTERIZER_DESC D3D10_RASTERIZER_DESC #define D3DALL_USAGE_IMMUTABLE D3D10_USAGE_IMMUTABLE#endif
Want the full header-file to save on typing? Drop me an email
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 9
Switchable DX10/DX11 support examples
// using D3D10 requires dxgi.lib and D3D11 beta requires dxgi_beta.lib and if we// link with only one through the common method then it crashes when creating// the D3D device. so instead conditionally link with the // correct dxgi library here for now --johan#ifdef DICE_D3D11_ENABLE #pragma comment(lib, "dxgi_beta.lib")#else #pragma comment(lib, "dxgi.lib")#endif
// Setting a shader takes an extra parameter on D3D11: ID3D11ClassLinkage// which is used for the D3D11 subroutine support (which we don’t use)#ifdef DICE_D3D11_ENABLE m_deviceContext->PSSetShader(solution.pixelPermutation->shader, nullptr, 0);#else m_deviceContext->PSSetShader(solution.pixelPermutation->shader);#endif
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 10
Mapping buffers on DX10 vs DX11
#ifdef DICE_D3D11_ENABLE
D3D11_MAPPED_SUBRESOURCE mappedResource; DICE_SAFE_DX(m_deviceContext->Map( m_functionConstantBuffers[type], // cbuffer 0, // subresource D3D11_MAP_WRITE_DISCARD, // map type 0, // map flags &mappedResource)); // map resource data = reinterpret_cast<Vec*>(mappedResource.pData); // fill in data m_deviceContext->Unmap(m_functionConstantBuffers[type], 0);
#else
DICE_SAFE_DX(m_functionConstantBuffers[type]->Map( D3D10_MAP_WRITE_DISCARD, // map type 0, // map flags (void**)&data)); // data // fill in data m_functionConstantBuffers[type]->Unmap(); #endif
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 11
Frostbite DX11 parallel dispatch
The Killer Feature for reducing CPU rendering overhead! ~90% of our rendering dispatch job is in D3D/driver
1. Have a DX11 deferred device context per core – Together with dynamic resources (cbuffer/vbuffer) for usage
on that deferred context
2. Renderer has list of all draw calls we want to do for the each rendering “layer” of the frame
3. Split draw calls for each layer into chunks of ~256 and dispatch in parallel to the deferred contexts
– Each chunk generates a command list
4. Render to immediate context & execute command lists
5. Profit! – Goal: close to linear perf. scaling up to octa-core when we get
DX11 driver support (hint hint to the IHVs)
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 12
Frostbite DX11 - Other HW features of interest
Short term / easy:
Read-only depth buffers. Saves copy & memory.
BC6H compression for static HDR envmaps or lightmaps
BC7 compression for high-quality RGB[A] textures
Per-resource fractional MinLod. Properly fade in streamed textures.
Longer term / more complex:
Compute shaders! (post fx, OIT, particle collision)
DrawIndirect (procedural generation, keep on GPU)
Tessellation (characters, terrain, smooth objects)
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 13
Frostbite DX11 port – Questions?
from: igetyourfail.com
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 14
Advantages of Hardware Tessellation
An extremely compact representation of a surface
– Each primitive in the low-res input mesh represents up to 64 levels of tessellation
A faster way to render high resolution meshes
– Vertices are generated by dedicated hardware
Levels of detail can changed without needing to be uploaded to the GPU
– No need to wait for uploads
– LODs don’t need to be stored in system or GPU memory
– LOD algorithm can run entirely on the GPU
New Direct3D 11 Feature: The Tessellator
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 15
3 Tessellation Stages
2 Programmable Stages
– Hull Shader
– Domain shader
1 Fixed Function Stage
– Tessellator
Direct3D 11 Tessellator Stages
Tessellator in the D3D 11 Pipeline
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 16
Hull Shader
Operates in 2 phases
“Control point phase” allows conversion from one surface type to another
– Example: sub-division surface to Bezier patches
– Runs once per control point
“Patch constant phase” sets tessellation factors and other per-patch constants
– Runs once per input primitive
Direct3D 11 Tessellator Stages
Tessellator in the D3D 11 Pipeline
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 17
Tessellator Stage
Fixed Function Stage
Generates new vertices within each of the input primitives
The number of new vertices is based on the tessellation factors computed by the hull shader
Direct3D 11 Tessellator Stages
Tessellator in the D3D 11 Pipeline
Level 1.0 Level 1.5 Level 3.0
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 18
Domain Shader
Evaluates the surface at each vertex
Uses the control points generated by the hull shader
– Can implement various types of surfaces, for example Beziers
Displacement Mapping
– Fetch displacements from a displacement map texture
– Translate the vertex position along the normal
Direct3D 11 Tessellator Stages
Tessellator in the D3D 11 Pipeline
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 19
ATI Tessellator
A new fixed function stage
Can be used for prototyping D3D 11 algorithms
Available on all ATI Direct3D 10 capable hardware and Xbox 360
Tessellation SDK now available for Direct3D 9
– http://developer.amd.com/gpu/radeon/Tessellation
You can do tessellation on today’s hardware.
ATI Tessellator in the D3D 9 Pipeline
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 20
Comparison: D3D 9 vs D3D 11 Tessellator
Various Algorithms can be implemented on both
D3D11 Tessellator algorithms can usually be done in one pass.
Even with extra passes hardware tessellation is still faster than rendering high polygon count geometry without a tessellator.
– 3 times faster with less than 1/100th the size!
D3D11 Tessellator has more tessellation levels 64 vs 15
– More polygons per mesh
D3D11 Tessellator has a cleaner API
– Control points are passed to hull and domain shader
– ATI tessellator relies on vertex texture fetch
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 21
Alternate Tessellation Method
Instanced Tessellation (Gruen 2005)
Does not require dedicated tessellation hardware
Uses hardware instancing to render tessellated surfaces
– Create a vertex buffer that contains a tessellation of a generic triangle
– Use instancing to instance that vertex buffer for every triangle in the mesh
– The vertex shader can be used to transform the instanced triangles according to patch control points and/or a displacement map
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 22
Allows you to bypass the entire graphics pipeline for GPGPU programming
– Post-processing, OIT, AI, Physics, and more
– Avoid too many context switches
Application has control over dispatching and synchronization of threads
Shared memory between Compute Shader threads
– Thread Group Shared Memory (TGSM)
– Avoids redundant calculations and fetches
Random access to output buffer
– “Unordered Access View” (UAV)
– Scatter writes – multiple random access writes per shader
New Direct3D 11 feature: Compute Shaders
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 23
Compute Shader: Threads
A thread is the basic CS processing element
A “thread group” is a 3 dimensional array of threads
– CS declares the number of threads in a group
eg. [numthreads(X, Y, Z)]
– Each thread in the group executes the same code
Thread groups are also organized as 3D arrays
Execution of threads is started by calling the device Dispatch( nX, nY, nZ ) function
– Where nX, nY, nZ are the number of thread groups to execute
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 24
Compute Shader: Threads and Thread Groups
pDev11->Dispatch(3, 2, 1); // D3D API call [numthreads(4, 4, 1)] // CS 5.0 HLSL Total threads = 3*2*4*4 = 96
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 25
Compute Shader: Thread Group Shared Memory
Shared between threads
– Think of it as fast local memory reserved for threads
Read/write access at any location Declared in the shader
– groupshared float4 vCacheMemory[1024];
Limited to 32 KB Need synchronization before reading back data
written by other threads
– To ensure all threads have finished writing
– GroupMemoryBarrier();
– GroupMemoryBarrierWithGroupSync();
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 26
Compute Shaders are available on some D3D 10 Hardware
CS 4.x is a subset of CS 5.0
– Includes CS 4.0 and CS 4.1
– CS 4.1 includes instructions from SM 4.1 (D3D 10.1)
Requires support in the driver
– Use CheckFeatureSupport()
D3D11_Feature enum: D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS
boolean value: ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x
– Drivers are now available!
Contact us for details
You can use compute shaders on today’s hardware.
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 27
CS 4.x Limitations
Limitations
Max number of threads per group is 768 total
Dispatch Zn==1 & no DispatchIndirect() support
Thread Group Shared Memory (TGSM) Limitations
– Max size is 16 KB vs 32 KB in CS 5.0
– Threads can only write to their own offsets in TGSM
But they can still read from anywhere in the TGSM
No atomic operations or append/consume
Only one UAV can be bound
– Must be Raw or Structured, not Typed (no textures)
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 28
CS 4.0 Example: HDR Tone Map Reduction
Rendered HDR Image
1D Buffer
1D Buffer
8
8
Final Result
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 29
CS 4.0 Example: HDR Tone Map Reduction
C++ Code:
CompileShaderFromFile( L"ReduceTo1DCS.hlsl", "CSMain", "cs_4_0", &pBlob ) );
HLSL Code (reduction from 2D to 1D):Texture2D Input : register( t0 );
RWStructuredBuffer<float> Result : register( u0 );
cbuffer cbCS : register( b0 )
{
uint4 g_param; // (g_param.x, g_param.y) is the x and y dimensions of
// the Dispatch call.
// (g_param.z, g_param.w) is the size of the above
// Input Texture2D
};
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 30
CS 4.0 Example: HDR Tone Map Reduction
#define blocksize 8
#define blocksizeY 8
#define groupthreads (blocksize*blocksizeY)
groupshared float accum[groupthreads];
static const float4 LUM_VECTOR = float4(.299, .587, .114, 0);
[numthreads(blocksize,blocksizeY,1)]
void CSMain( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
{
float4 s = Input.Load( uint3((float)DTid.x/81.0f*g_param.z, (float)DTid.y/81.0f*g_param.w, 0) );
accum[GI] = dot( s, LUM_VECTOR );
uint stride = groupthreads/2;
GroupMemoryBarrierWithGroupSync();
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 31
CS 4.0 Example: HDR Tone Map Reduction
if ( GI < stride )
accum[GI] += accum[stride+GI];
if ( GI < 16 )
{
accum[GI] += accum[16+GI];
accum[GI] += accum[8+GI];
accum[GI] += accum[4+GI];
accum[GI] += accum[2+GI];
accum[GI] += accum[1+GI];
}
if ( GI == 0 )
{
Result[Gid.y*g_param.x+Gid.x] = accum[0];
}
}
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 32
Comparison: CS 4.x vs CS 5.0
CS 4.x is great to have but CS 5.0 will be better
Better performance – D3D 11 Hardware will be faster
Better Thread Group Shared Memory
– More storage 32K vs 16K
– Better access – threads can write anywhere in TGSM, not just within their thread group
Better interaction with graphics pipeline
– Can output to textures (typed UAVs)
No need to draw a full screen quad
Better precision – Double Precision (optional)
Better synchronization - Atomics
CS 4.x is still your best alternative on downlevel hardware
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 33
Multithreaded Rendering
Render calls are now part of the “Immediate” context or the “Deferred” context
Immediate context calls get executed right away, just like D3D 9 and D3D 10 rendering
Deferred context calls are used for building “command lists” i.e. display lists.
– Draw calls and other rendering calls are recorded by the deferred context and stored in the command list
– When the command list is finished, it can then be placed in the queue on the immediate thread using the ExecuteCommandList() function
New Direct3D 11 feature: Multithreading
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 34
New Direct3D 11 feature: Multithreading
Immediate Deferred Deferred
DrawPrim DrawPrim DrawPrim
DrawPrim DrawPrim DrawPrim
DrawPrim DrawPrim DrawPrim
Thread 1 Thread 2 Thread 3
Execute
Execute
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 35
Deferred Contexts
Deferred contexts are intended to run in separate threads
One immediate context on the main render thread
Multiple deferred contexts on worker threads
Running each deferred context in it’s own thread takes advantage of modern multi-core CPUs
Re-play of command lists, like the traditional use of display lists in OpenGL may not be the best use of this feature
Some overhead with multiple contexts, so make sure you’re doing enough work in each context
Scale the number of deferred contexts (in threads) with the number of CPU cores.
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 36
New Direct3D 11 feature: Multithreading
Multithreaded Resources
Resources can be created with the device interface in a separate thread, concurrent to a device context.
– D3D 11 Device interface creation methods are free threaded
– Create VBs, Textures, CBs, State, and Shaders while rendering in another thread.
Resources can be uploaded asynchronously as well
– Concurrent with shader compilation
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 37
Multithreading is implemented in the Direct3D 11 runtime
Independent of driver or hardware
Runtime will emulate features not supported by driver
Easy for testing and backwards compatibility!
Limitations on downlevel hardware
Concurrency is limited by driver support
– Check for driver support using ID3D11Device::CheckFeatureSupport()
D3D11_FEATURE_DATA_THREADING
– DriverConcurrentCreates, DriverCommandLists
You can do multithreading with today’s hardware.
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 38
Comparison of Multithreading on D3D 11 vs Downlevel Hardware
This is primarily a performance issue
You may get some improvement with multithreading, even without driver/hardware support
– See the latest Microsoft DirectX SDK sample
Multithreaded driver support will allow more concurrency = better performance
Direct3D 11 Hardware will be faster
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 39
Fetches 4 point-sampled values in a single texture instruction
Better/faster shadow kernels
Optimized SSAO implementations
Can also select which components to sample:
– GatherRed(), GatherGreen(), GatherBlue(), GatherAlpha()
Compare version which can be used for shadow mapping:
– GatherCmp (), GatherCmpRed(), GatherCmpGreen(), GatherCmpBlue(), GatherCmpAlpha()
New Direct3D 11 SM 5.0 Feature: Gather()
X Y
ZW
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 40
Gather() is part of Direct3D 11 SM 4.1
Works on all Direct3D 10.1 hardware
Limitations with SM4.1 Gather()
Only works with single component formats
– No ability to select which component to gather
Comparison form - GatherCmp() - is not supported
Still works great for custom shadow map kernels and SSA0, since the depth buffer is a single component.
You can use Gather() on today’s hardware
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 41
Consider doing the port in stages
Use the HAL when you can
– Software rendering isn’t fun
If your starting with D3D 9, the D3D 10 feature level should be your first target
First, get the engine working with D3D 10.1 feature level before adding Direct3D 11 specific features
– 10.1 is the highest level that will work with the HAL
Next, add new features on downlevel hardware where available
Finally, some new features will need to use the reference rasterizer without D3D 11 hardware
Strategies for Transitioning to Direct3D 11
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 42
A simple port from D3D 9 to D3D 11 will not perform well
Hopefully we’ve all learned this lesson from D3D 10
Going from D3D 9 to device feature level 10 will be a big chunk of the work
– Very similar to the Direct3D 10 API
Direct 3D 10 fundamentals are still important
You can still use SM 3.0 for this stage
Starting with Direct3D 9
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 43
Constant Buffers
Group constants into buffers by frequency of update
Remember: when one constant is updated, the whole buffer needs to get uploaded
State Changes
State objects are immutable for better performance
Initialize the state you need before you need it
Avoid creating lots of state objects on the fly
Resources
Resource creation and deletion is slow
Create most of your resources at the beginning
Direct3D 10 programming review
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 44
Direct3D 10 programming review
Texture Updates
Call Map() with the DO_NOT_WAIT flag to update staging textures, then CopyResource() to update the video memory texture
Do not use UpdateSubResource() – slow
Batch Counts
Keep batch counts low with instancing
Alpha test is now done with clip()/discard()
Don’t put this in every shader – it may disable early z!
Try to do the clip early to avoid unnecessary shader instructions
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 45
Fairly easy port from Direct3D 10 to D3D 11 with 10 or 10.1 device feature level
You can still use the HAL
Modify the existing Direct3D 10 code to use a Rendering Context
– You should only need the Immediate Context for now
– Essentially just replacing API calls
Get the simple port working first
You can still use your SM 4.0 or 4.1 shaders at this point in the process
Going from Direct3D 10 to Direct3D 11
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 46
Multithreading
Requires changes to your rendering code
Add Windows multithreading support
Run deferred contexts in separate threads
– Need to break up your rendering workload in to logical chunks
– Parallelize the command list building to improve performance
Fortunately the runtime will emulate this feature
– Performance improvements may not be fully realized until new drivers and new hardware is released.
Adding in new Direct3D 11 features
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 47
Adding in new Direct3D 11 features
Compute Shader Post Processing
– Replace your old pixel shader implementations with faster compute shader versions
Use CS 4.x on current hardware
– Good for testing and backwards compatibility
Tessellation Prototype tessellation algorithms using the ATI
tessellator on Direct3D 9 Use instanced tessellation for Direct3D 11 on
downlevel hardware Consider how Tessellation will affect your art pipeline
– better to prepare early
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 48
Add new features that require Direct3D 11 hardware
Not too difficult, since you’ve already done most of the work!
Tesellation
– Simplify your algorithms by using the hull shader
Compute Shader
– Start using CS 5.0
More local storage, write anywhere, can output to textures
Multithreading
– Should automatically see improvements with new hardware and drivers
Full Direct3D 11 Implementation
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 49
Direct 3D 11 features will improve your game
Multithreading, Compute Shader, Tessellation and more
Current Hardware will take you close to a full Direct3D 11 implementation
Downlevel support is good for prototyping and for backwards compatibility
Have your game ready to ship when Direct3D 11 ships
Windows 7 and powerful new hardware will help spotlight your game!
There’s nothing stopping you from starting now
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 50
Johan Andersson, DICE – advice on porting to D3D 11
Nicholas Thibieroz, AMD – Compute Shader
Holger Gruen, Efficient Tessellation on the GPU through Instancing, Journal of Game Development Volume 1, Issue 3, December 2005
Tatarchuk, Barczak, Bilodeau, Programming for Real-Time Tessellation on GPU, 2009 AMD whitepaper on tessellation
Microsoft Corporation, DirectX 11 Software Development Kit, November, 2008
Acknowledgements
Your Game Needs Direct3D 11, So Get Started Now! 04/11/23 51
Trademark Attribution
AMD, the AMD Arrow logo and combinations thereof are trademarks of Advanced Micro Devices, Inc. in the United States and/or other jurisdictions. Other names used in this presentation are for identification purposes only and may be trademarks of their respective owners.
©2008 Advanced Micro Devices, Inc. All rights reserved.
Questions