![]() ![]() ![]() Then subsequently investigating the render strategy code and understanding how it works. ![]() This samples is best evaluated by running on your local machine and observing the performance for different render strategies and object counts. For that information please refer to Microsoft's DirectX Graphics Documentation on command lists and my GDC 2013 presentation on deferred contexts. This documentation will not go into the syntax and low level mechanics of using deferred contexts and command lists in Direct3D11. It is also possible to execute a command list multiple times to replay a sequence of GPU work against different input data. Unlike the immediate context, calls to a deferred contexts are not sent to the GPU at the time of call and must be marshalled into a command list which is then executed at a later date. (Click to enlarge) What is a deferred context or a command list?Ī deferred contexts is a special ID3D11DeviceContext that can be called in parallel on a different thread than the main thread which is issuing commands to the immediate context. ![]()
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