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John321

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About John321

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  1. John321

    DirectX 12 command queues

    Thanks for the time for putting up such a great article MJP. I've already read a good chunk of it. :-)
  2. John321

    DirectX 12 command queues

    Thanks JoeJ, I will definitly look into timestamps ,
  3. John321

    DirectX 12 command queues

    Thanks for the reply. This is very helpful, I've only been working with a single command queue and I'm using intel integrated graphics. I'm interested in how the profiling can be on done on multiple queues if its not much to ask. Should I measure the time based on when a fence point is reached on the command queue or are there better ways to profile when a gpu finishes proccessing a set of commands?
  4. Hi I'm currently going through microsoft online documentation and I came across information that I'm not sure I have a grasp on , particularly concerning command queues. The documentation at some point says a command queue can write to the same resource simultanouesly at the same time if the appropriate flag to the resource is set. My question is.. Upon work submission to the command queues. Can it be a requirement for these command queues represent one gpu adapter, in cases were I define two that is. If yes , Does the gpu process both queues in parallel? My other question would be does a gpu have to finish processing commands from compute queue before processing commands from a graphics queue ? I understand that the queue stores command submitted from an application and the order of execution is first in first out execution by the gpu.
  5. A rendering engine simply takes geometric prrimitives and converts them to 2D data in projection space and finally map that projection space data to your screen (this is what you see on your 2D screen as a rendered screne). What appears on screen is the final presentation stage amongest all computations that a rendering engine has to go through. I will give an example of what happens in the directx case: Directx is reqired to stream commands to the graphics adapter, Otherwise there would be no ways of talking to the graphics adapter. so a typical engine will use directx to set things up through directx API functions, the data that is typically set up are models, requesting memory pool from gpu for intermediate computations and setting up your shaders. For a 3D rendering engine. The typical job is to get 3D data like models and convert them to 2D pixels on screen. This is usually done with setting up a matrix that will convert all vertex points from this 3D model to representable 2D screen data. So largely there's a lot of setting up from the rendering engine with the help of directx. Also you need to learn shader language both shader language and c++ if you are going to use directx. I don't have any resources on rendering engines but you could look at a directx 11 book by frank luna.
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