[已解决] Dx11on12,我应该使用哪种设备? [英] [Solved]Dx11on12, which Device should I use?

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问题描述

我正在将渲染代码从dx11移植到dx12,首先我要确保它适用于dx11on12。 

I'm porting our rendering code from dx11 to dx12, and first I want to make sure it works with dx11on12. 

创建d3d12Device之后d3d11Device,我应该这样做:d3d11Device.As(d3d11On12Device)?并开始使用d11on12设备进行渲染?

After the creation of the d3d12Device and d3d11Device, should I do: d3d11Device.As(d3d11On12Device) ? and the start using the d11on12 device for my rendering?

谢谢!

推荐答案

您是否查看了MSDN文章?

Did you review the MSDN article?

https://msdn.microsoft.com/en-us/library/windows/desktop/dn913195.aspx

我不确定这种做法是什么事实证明,除了11on12层是否完全正常。底层驱动程序模型在它们之间共享,因此这主要是大量运行的仿真代码。 DX11on12
的主要目的是让你可以利用一些仅限DX11的组件,而你的应用程序的其余部分使用DX12。

I'm not sure what this approach really proves, other than whether or not the 11on12 layer is fully functional. The underlying driver model is shared between them, so this is mostly just a lot of emulation code that's getting run. The primary purpose of DX11on12 is so that you can leverage some DX11 only components while the rest of your application uses DX12.

从DX 11移植到DX 12是一个相当大的挑战,并且要从重新设计渲染系统所需的工作中获得价值,以适应PipelineStateObjects的严格状态模型。您还需要非常清楚地了解状态
转换,资源依赖性,并且必须编写自己的强大视频内存管理以适应VRAM预算更改请求。

Porting from DX 11 to DX 12 is quite a challenge, and to get value out of the effort you'll need to redesign your rendering system to accommodate the strict state model of PipelineStateObjects. You'll also need to have a very clear understanding of state transitions, resource dependencies, and must write your own robust video memory management to accommodate VRAM budget change requests.

你的目标是什么? 如果你的DirectX 11引擎已经没有CPU绑定,你期望从DirectX 12的重写/端口中获得什么?

What are you goals? If your DirectX 11 engine is not CPU bound already, what do you expect to get out of a rewrite/port to DirectX 12?

https://blogs.msdn.microsoft.com/chuckw/2016/09/15/getting -started-with-direct3d-12 /


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