小黑屋
原帖由 Allspark 于 2008-9-1 10:15 发表 DX11照微软自己的说法本质是DX10和10.1的超集,并不是一次革新。XO的API是基于DX9的定制版,也是DX9的超集,和DX10-11存在交集但还有自己的东西。CONSOLE毕竟是特制的玩意,而且C1本身MS自己参与了设计,有些超前的玩 ...
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原帖由 HyperIris 于 2008-9-1 12:55 发表 我打赌,这就是今年tgfc回帖的下限了。
原帖由 freesound7910 于 2008-9-1 19:33 发表 前7页的软饭可不是这么想的:D
Improved Multithreaded Device Earlier releases of Direct3D focused primarily on single CPU configurations and as such had limited threading support. With DirectX 11, the API has been updated to enable developers to better drive the GPU from a multi-core CPU. DirectX 11 improves scaling on CPUs via changes to both the API model and driver model. Asynchronous device access becomes possible through two key features of the Direct3D 11 device object. * First, improvements in synchronization between the Direct3D device object and the driver enable asynchronous API calls, including resource allocations. Direct3D 11 allows developers more freedom when expressing parallelism by allowing such calls to occur across multiple threads. * Second, the Direct3D device interface now supports multiple rendering contexts. 1) a primary immediate context which dictates the timeline for work submission to the GPU, and 2) optional deferred contexts created by the application developer as needed. Work associated with each deferred context can occur on a separate thread/core. This enables GPU commands to be accumulated in parallel to the main rendering work, and then sent to the GPU later when the main context is ready to submit a new task to the GPU. The following figure shows rendering tasks being queued in parallel to the main immediate context, and being submitted as they become complete. This feature of DirectX 11 supports Direct3D 10-class and 10.1-class hardware, too, so changes made in the way applications render will benefit existing hardware.