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DirectX Graphics: Direct3D 10 and Beyond
DirectX Graphics: Direct3D 10 and Beyond
DirectX Graphics: Direct3D 10 and Beyond
DirectX Graphics: Direct3D 10 and Beyond
DirectX Graphics: Direct3D 10 and Beyond
DirectX Graphics: Direct3D 10 and Beyond
DirectX Graphics: Direct3D 10 and Beyond
DirectX Graphics: Direct3D 10 and Beyond
Direct3D 10 Unleashing the power of the GPU
Direct3D 10 Unleashing the power of the GPU
Direct3D 10 Applications Increasing breadth of applicability
Direct3D 10 Applications Increasing breadth of applicability
Direct3D 10 Applications Increasing breadth of applicability
Direct3D 10 Applications Increasing breadth of applicability
Geometry Shader Example Shadow volume generation
Geometry Shader Example Shadow volume generation
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Single Pass Render-To-Cubemap
Single Pass Render-To-Cubemap
Single Pass Render-To-Cubemap
Single Pass Render-To-Cubemap
Stream Output Dynamic procedural content example
Stream Output Dynamic procedural content example
Direct3D 10 Performance Doing more in a single call
Direct3D 10 Performance Doing more in a single call
Direct3D 10 GPU material management
Direct3D 10 GPU material management
DirectX Graphics: Direct3D 10 and Beyond
DirectX Graphics: Direct3D 10 and Beyond
Direct3D 10
Direct3D 10
Additional Resources
Additional Resources
© 2006 Microsoft Corporation
© 2006 Microsoft Corporation
DirectX Graphics: Direct3D 10 and Beyond
DirectX Graphics: Direct3D 10 and Beyond
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DirectX Graphics: Direct3D 10 and Beyond

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1DirectX Graphics: Direct3D 10 and 22Update shader constant data (light
Beyond. Sam Z. Glassenberg Lead Program positions, material info, camera info,
Manager Graphics Platforms Unit Microsoft etc.) in bulk, only when needed
Corporation. Streamlined GPU resource update mechanisms
2Graphics Core In Windows Vista. Fast CPU readback via staging New
Microsoft- written code. IHV-written code. compression formats.
WPF. DWM. PIX. Media Foundation. MIL. GDI. 23Consistency. Strictly-defined,
Legacy D3D APIs. DX VA. D3D9. D3D9 Ex. consistent behavior throughout IEEE
Direct3D 10. DXGI. OpenGL. OpenGL ICD. floating-point compliance (almost) Precise
Common pipeline (DDI). User-Mode Driver. FP32 sampling/blending/math/conversion
User Mode. Kernel Mode. Win32 Kernel. DXG rules; i.e. FP32 shader ops – precise to
Kernel. Kernel-Mode Driver. 1.0 ULP FP32 to Integer – precise to 0.6
3Graphics Core In Windows Vista. ULP per op FP16 blending – precise to 0.6
Direct3D 10. ULP per op 32-bit blending required Exact
4Outline The next few years. Direct3D line/triangle/anti-aliased drawing rules.
10 and Direct3D “10.1” Design Imperatives 24No Caps In Direct3D 10! Direct3D 10
Features and Capabilities Applications. Optional Format Support >1 Sample MSAA
5The Situation Today. No single 32-bit FP filtering RGB32 Rendertarget
graphics hardware target CPU-bound games (RGBA32 is required) Hardware (and
and applications Bandwidth and CPU cycles applications) will scale on perf, not
are the bottleneck in multiple areas feature selection Increases breadth of
(physics, AI) Large amount of CPU applicability Performance is critical for
resources spent directing the GPU. a good experience.
6The Situation Today. No single 25Direct3D10: An Inflection Point. The
graphics hardware target CPU-bound games API exposes Direct3D 10-class hardware
and applications Bandwidth and CPU cycles Performance-focused API No downlevel
are the bottleneck in multiple areas hardware support Clean and consistent API
(physics, AI) Large amount of CPU All features guaranteed Direct3D 10 takes
resources spent directing the GPU GPU full advantage of WDDM Direct3D 10 is
overly-specialized. Windows Vista/WDDM-only WDDM-basic
7Direct3D 10 Unleashing the power of guaranteed to Direct3D 10 developers. User
the GPU. Consistency – guarantee a common Mode. Application. User-Mode Driver.
feature-set with strict requirements Direct3D. Kernel Mode. DXGKml. Kernel-Mode
Performance – Render MORE objects, Driver. Graphics Hardware. GPU Mem Mgr.
materials, clutter, vegetation, shadows GPU Scheduler.
with LESS CPU cycles, stalls, and 26Direct3D 10 Status. Hardware spec
bandwidth cost Visual Effects – frozen for over a year First
unprecedented graphics Capability – publicly-available Tech Preview in
empower the GPU to handle a new series of December 2005 Aligned with Windows Vista
applications. CTP’s Updates bimonthly Direct3D 10 Beta
8Direct3D 10 Rebuilt from the in Windows Vista Beta 2 RTM in Windows
ground-up. Direct3D 10 changes the way Vista Currently underway IHV driver
applications think about… Material development Conformance test development
management GPU State, constants, shaders, Launch titles.
… CPU/GPU load-balancing Vastly reduced 27
API/driver overhead More robust GPU 28The Next Step: “Direct3D 10.1”.
capability CPU-like precision and behavior 29Direct3D 10.1 Design imperatives.
requirements. Incremental hardware and software update
9Direct3D 10 Applications Increasing to Direct3D 10 Strict superset of Direct3D
breadth of applicability. Cutting-edge 10 features API support for Direct3D 10
Windows Vista games Workstation graphics and 10.1 hardware.
Image, video, and data processing. 30Direct3D 10.1 Goals. Guarantee WDDM
10Direct3D 10 Features. Texture Arrays 2.1-level capability to developers and
Format Reinterpretation Stream Output end-users Lower CPU overhead Massive
Resource Views Input Assembler Immediate datasets Increase capability and
offset on Memory Access Integer/Bitwise performance “Complete” Direct3D 10 Boost
Instructions Comparison Filtering Constant image quality: Improved anti-aliasing.
Buffers State Objects. Shared-Exponent HDR 31Direct3D 10.1 Features Full
Compression (RGBE) Block-Compressed anti-aliasing control. Application control
Formats for bump/normal maps 128 texture over: Multi-sample AA (smooth edges) or
slots 8 Render targets More interstage Super-sample AA (smooth edges and
communication Instance, Vertex, Primitive interior) Selecting sample patterns Pixel
identifiers Per-primitive Clip distance coverage mask High-quality vegetation,
Predicated Rendering Alpha-to-Coverage motion blur, particles… Minimum of 4
Multisample Readback Better cubemap samples/pixel required.
filtering Input Assembler … Vertex Buffer. 32Direct3D 10.1 Features Increased
Input Assembler. Index Buffer. Vertex pipeline and shader capability. Improved
Shader. Texture. Geometry Shader. Texture. shader resource access Greater control
Stream Output. Rasterizer/ Interpolator. over MSAA readback Custom downsample
Pixel Shader. Texture. Depth/Stencil. filters Improved shadow filtering Float32
Output Merger. Render Target. filtering requirement Better HDR Enhanced
11Direct3D 10 Geometry Shader blending Independent blend modes
Applications. Full control over the whole per-rendertarget New blend-able
triangle All-GPU Material Systems Better rendertarget formats Increased pipeline
materials Hi-quality interpolation and precision.
derivatives Wrinkle models Cartoon and 33Direct3D 10.1 Features Performance
falloff effects Geometry/data enhancements. Enable applications to
amplification Fur/Fins Procedural further exploit multicore for rendering
geometry/detailing All-GPU Particle Fewer API calls for reflections and
Systems Data visualization techniques Wide refractions Support for indexable,
lines and strokes … Geometry Shader. generalized cubemap arrays.
12Geometry Shader Example Shadow volume 34Call To Action. Invest in performant
generation. Direct3D graphics – end-user value scales
13Geometry Shader Example Generalized with performance Not just games! (but
displacement maps. Normal mapping games will look much better) Direct3D 10
(Direct3D 9). and WDDM for 2007 Direct3D 10.1 and WDDM
14Geometry Shader Example Generalized 2.1 for “next”.
displacement maps. Displacement Mapping 35Additional Resources. DirectX
(Direct3D 10). Developer Center
15Single Pass Render-To-Cubemap. http://msdn.microsoft.com/DirectX Direct3D
Geometry Shader. 10 Tech Preview Available in the DirectX
16Single Pass Render-To-Cubemap. SDK Includes ~25 samples and tutorials –
17Render-To-Volume. Geometry Shader. with videos Direct3D 10 reference
18Stream Output Dynamic procedural rasterizer, documentation, tools… Game
content example. Developer Conference 2006 and PDC 2005
19Shader Model 4.0 A new level of Direct3D 10 presentations Related sessions
programmability. Common Shader Core Full Future Directions in Graphics WDDM v2 and
integer/bitwise instruction set Massively Beyond.
parallel image and data processing Custom 36© 2006 Microsoft Corporation. All
decompression schemes Buffer Load – rights reserved. Microsoft, Windows,
CPU-like unfiltered memory access Switch Windows Vista and other product names are
statements and subroutines No limits More or may be registered trademarks and/or
interstage registers, samplers, textures trademarks in the U.S. and/or other
Unlimited instruction count. countries. The information herein is for
20Direct3D 10 Performance Doing more in informational purposes only and represents
a single call. Set a bulk of render state the current view of Microsoft Corporation
with state objects Render to an entire as of the date of this presentation.
cubemap/volume Render multiple specialized Because Microsoft must respond to changing
objects using advanced instancing features market conditions, it should not be
Generate procedural detail Juggle multiple interpreted to be a commitment on the part
materials in a single shader. of Microsoft, and Microsoft cannot
21Direct3D 10 GPU material management. guarantee the accuracy of any information
Render a multitude of unique materials provided after the date of this
without taxing the CPU Unlimited presentation. MICROSOFT MAKES NO
instruction length Switch statements WARRANTIES, EXPRESS, IMPLIED OR STATUTORY,
Texture arrays Geometry shader Constant AS TO THE INFORMATION IN THIS
buffers Access to material descriptions. PRESENTATION.
22Direct3D 10 Performance Maximizing 37
bandwidth efficiency. Constant Buffers
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