In Vulkan, you can query each physical device (adapter) for the queue types it supports and the number of queues of each type. What is the equivalent in D3D12? I see…
9 years, 7 months ago
In Vulkan, you can query each physical device (adapter) for the queue types it supports and the number of queues of each type. What is the equivalent in D3D12? I see…
9 years, 7 months ago
10 years, 4 months ago
10 years, 5 months ago
First thing is to boil it down a bit. Reference counting is out of the scope of this - it's dealing with what happens when you do decide to delete something that is the is…
10 years, 5 months ago
10 years, 6 months ago
10 years, 8 months ago
In Vulkan, you can query each physical device (adapter) for the queue types it supports and the number of queues …
9 years, 7 months ago
First thing is to boil it down a bit. Reference counting is out of the scope of this - it's …
10 years, 5 months ago
It's not meant for post-processing in general. It's meant for optimizations that tiled GPUs especially can make use of whenever …
10 years, 6 months ago
With your permission, GameDev.net uses analytics cookies to understand how people use the platform. You can accept analytics or continue with necessary cookies only. Learn more