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Due to the difficulty of using a large number of threads in direct 3D rendering, the company investigated alternative solutions such as multi-GPU environments. Although previous GPU architectures had the ability to process more than a small number of threads in parallel, these solutions were based on graphics processing units (GPUs) with a limited number of cores. For example, a dual GPU solution was relatively difficult to implement without providing enough GPU memory for performance. Another approach to multithreading for a single GPU is through driver command lists. Direct3D can distribute shader computation among different cores in a GPU, and can allocate different instructions to different threads on the same core. However, this technique was supported in earlier versions of DirectX. Now, with DirectX 11, it can support multiple threads per GPU core, enabling DirectX 11 to create even more efficient rendering pipelines.
This tutorial has two purposes: first, to demonstrate how to use DirectX 11 with OpenCL to improve the multithreading performance of the game; second, to create and use a dynamic procedural texture, which improves the efficiency of post-processing operations.
This paper investigates the performance scalability of DirectX* 11 multithreaded rendering for a wide range of platforms. Through core components analysis and executable profiling, we find out that the driver implementation of DirectX 11 multithreaded rendering causes the most bottleneck. We look through the code and find that the rendering methods are the most time-consuming in the overall pipeline. Based on the knowledge of this bottleneck, we make the initialization of the context to be the first task in the pipeline, and eliminate the bottleneck of render method call. We also study the methods of efficient multithreaded rendering. We find that different threads use different parts of the render-command list to optimize the rendering of different content. We compare two basic multithreaded rendering methods: immediate and deferred, and perform measurements on a wide range of systems,4 Conqueror’s Blade* to confirm that this method is valid on current mainboards and GPUs. The results show that the deferred rendering methods are much faster and more scalable, and can achieve better performance with only a slight increase in texture memory. This paper introduces a multithreaded deferred rendering pipeline and improves the performance of multithreaded rendering for the popular GPU computing architecture. A set of efficient multithreaded rendering methods is also presented in the paper. Related Work
GPU computing has been widely adopted in PC games, but because of the discrete pipeline, only single-threaded rendering can be used. The legacy GPU multithreading model only supports single-threaded rendering; if multiple cores are available, the GPU multithreaded rendering capability is underutilized.
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The vertex and fragment shader stages of DirectX 11 represents the vertex and pixel shader stages, respectively. These shader stages are similar to the shader stages of earlier Lifetime DirectX Version versions with minor differences. The vertex and pixel shaders feature vertex and pixel processing, respectively. The vertex shader is invoked for each pixel of a triangle with the output of the vertex shader is the input for the pixel shader.
Rather than introducing new graphics features, most of the new functionality of DirectX 11 is considered an evolution of existing functionality rather than a revolution. The execution of rendering in DirectX 11 is essentially the same as in DirectX 10.3 with a few small details such as the addition of tessellation and compute shaders. The only significant feature added to DirectX 11 is the multi-adapter support introduced in Direct3D 11. While multi-adapter graphics cards only have one graphics processor, these graphics cards are able to use all of the system’s available processors to improve rendering performance – making them more efficient than traditional graphics cards that use a single graphics processor. Thus, a multi-adapter graphics card does not represent a significant increase in graphics processing power on the hardware side; it represents a significant increase in usage efficiency on the software side.
The power and flexibility of directx 11 is further demonstrated by its inclusion of support for meshes. Previously, Direct3D supported only quadrilateral meshes such as triangles or quads. With DirectX 11, a point cloud – as well as all the additional geometric primitives available in DirectX 9.0c – can be represented by an array of vertices. Thus, a point cloud can be represented as a polygonal mesh that uses triangular faces. Similarly, the array of vertices of an arbitrary triangle can be used to represent the vertices of an arbitrary polygonal mesh. While this may sound trivial, this supports a significantly wider variety of mesh generation algorithms such as free form meshes which can then be rendered just as easily as triangles.
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DirectX is a collection of technology for Microsoft, that is also used on the Mac. You can think of it like the Lego of graphic technology. You can build a lot of different things from it, each using the same building blocks, but each with a different functionality, shape and design.
DirectX 11 is the latest version of DirectX. It integrates all the previous versions of DirectX into one single core – and helps the application developers to get close to the hardware. In the current Windows gaming market, the development cost of writing a new game is very high. The new API requires many graphics cards (like the Radeon HD 6000 family) and operating systems (OS X 10.6+, Linux) to run a game. When Microsoft developed Windows Vista in 2006, DirectX had a lot of advantages. For the first time, gaming could be offered at the same quality for both PC and Mac users. Many game studios were therefore tempted to implement DirectX in their software.
With Vista, DirectX had a downside too. The new version ran slower than DirectX 9 at some points and Vista was not backward compatible. This made it very difficult for the industry to adopt DirectX 11. Furthermore, Windows 7 seemed to be the next logical step for the OS, and also Windows 7 wasnt compatible with DirectX 11.
But this wasnt something Microsoft could leave to chance – especially as Vista was not widely adopted (even today), it needed to be worked on. Developers with DirectX 9 games and consoles (like the Xbox 360) couldnt update their software (new games were released before Vista), and users of DirectX 9 werent going to get a newer version of DirectX. Furthermore, the gain in performance of DirectX 9 software on DX11 hardware was not that high, thus DirectX 11 would not bring in a lot of benefits either.
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DirectX 11 Features


- Multithreading, shared geometry cache
- Passing primitive data as an explicit argument to functions. This is the most commonly used type of data passed as arguments
- DirectX 11 features such as vertex and index buffers, graphics state, immutable resources, and VBOs
- Support for DirectX 11 features such as indexed draw calls and graphics state
DirectX 11 System Requirements


- You will have to have a DirectX 11-capable system. In case your graphics card does not support DirectX 11, you will have to downlevel to DirectX 10, and even then you will not have a full DirectX 11 experience.
- In case you are trying to play games that have not been specifically made for DirectX 11, you will not be able to play those games at all because they are not compatible with DirectX 11.
- You will have to have the latest drivers for your graphics card, at least those in the Market app.
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