Your Game Needs Direct3D 11, So Get Started Now!

Your Game Needs Direct3D 11,
So Get Started Now!
Bill Bilodeau
ISV Relations
AMD Graphics Products Group
[email protected]
V1.0
Topics covered in this session
 Why your game needs Direct3D 11
 Porting to Direct 3D 11 in the real world
– A view from the “Battlefield” trenches with Johan
Anderson from DICE
 Important Direct3D 11 features for your game
– How you can use these features on current hardware
 Strategies for moving to Direct3D 11
2 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Why your game needs Direct3D 11
Faster Rendering -> More Rendering -> Better Graphics
 Direct3D 11 can make rendering more efficient
 Tessellation
– Faster rendering using less space
 Compute Shaders
– More programming freedom
– Efficient reuse of sampled data
 Multithreading
– Takes advantage of modern multi-core CPUs
3 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
More reasons to switch to Direct3D 11
 Superset of Direct 3D 10.1
– Gather() function speeds up texture fetches
– Standard API access to MSAA depth buffers
– MSAA sample patterns/mask, Cube map arrays, etc.
 Supports multiple “device feature levels”
– 11.0
– 10.1, 10.0
– 9.3, 9.2, 9.1
– One API for all of your supported hardware
 Runs on both Windows 7 and Vista
– Not tied to one operating system
4 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Sometimes you can teach an old dog new tricks.
You can run Direct3D 11 on downlevel hardware
 If you stay within the feature level of the device you
can use the Direct3D 11 API
 Even some new Direct3D 11 features will run on old
hardware:
– Multithreading
– Compute shaders
 On some Direct3D hardware with new drivers
– Some restrictions may apply
5 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Porting to Direct3D 11 in the real world
Frostbite Engine
Johan Anderson
Rendering Architect
DICE
6 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Frostbite DX11 port
 Starting point
– Cross-platform engine (PC, Xenon, PS3)
– Engine PC path used DX10 exclusively
– 10.0 and 10.1 feature levels
 Ported entire engine from DX10 to DX11 API in 3 hours!
– Mostly search’n’replace 
– 70% of time spent changing Map/Unmap calls that has
moved to immediate context instead of resource object
 Compile-time switchable DX10 or DX11 API usage
– As it will take a (short) while for the entire eco-system to
support DX11 (PIX, NvPerfHud, IHV APIs, etc.)
– #define DICE_D3D11_ENABLE, currently ~100 usages
– Will be removed later when everything DX11 works
7 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Temporary switchable DX10/DX11 wrappers
#ifdef DICE_D3D11_ENABLE
#include <External/DirectX/Include/d3d11.h>
#else
#include <External/DirectX/Include/d3d10_1.h>
#endif
#ifdef DICE_D3D11_ENABLE
#define ID3DALLDevice
#define ID3DALLDeviceContext
#define ID3DALLBuffer
#define ID3DALLRenderTargetView
#define ID3DALLPixelShader
#define ID3DALLTexture1D
#define D3DALL_BLEND_DESC
#define D3DALL_BIND_SHADER_RESOURCE
#define D3DALL_RASTERIZER_DESC
#define D3DALL_USAGE_IMMUTABLE
#else
#define ID3DALLDevice
#define ID3DALLDeviceContext
#define ID3DALLBuffer
#define ID3DALLRenderTargetView
#define ID3DALLPixelShader
#define ID3DALLTexture1D
#define D3DALL_BLEND_DESC
#define D3DALL_BIND_SHADER_RESOURCE
#define D3DALL_RASTERIZER_DESC
#define D3DALL_USAGE_IMMUTABLE
#endif
ID3D11Device
ID3D11DeviceContext
ID3D11Buffer
ID3D11RenderTargetView
ID3D11PixelShader
ID3D11Texture1D
D3D11_BLEND_DESC1
D3D11_BIND_SHADER_RESOURCE
D3D11_RASTERIZER_DESC
D3D11_USAGE_IMMUTABLE
ID3D10Device1
ID3D10Device1
ID3D10Buffer
ID3D10RenderTargetView
ID3D10PixelShader
ID3D10Texture1D
D3D10_BLEND_DESC1
D3D10_BIND_SHADER_RESOURCE
D3D10_RASTERIZER_DESC
D3D10_USAGE_IMMUTABLE
Want the full header-file to save on typing? Drop me an email
8 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Switchable DX10/DX11 support examples
// using D3D10 requires dxgi.lib and D3D11 beta requires dxgi_beta.lib and if we
// link with only one through the common method then it crashes when creating
// the D3D device. so instead conditionally link with the
// correct dxgi library here for now --johan
#ifdef DICE_D3D11_ENABLE
#pragma comment(lib, "dxgi_beta.lib")
#else
#pragma comment(lib, "dxgi.lib")
#endif
// Setting a shader takes an extra parameter on D3D11: ID3D11ClassLinkage
// which is used for the D3D11 subroutine support (which we don’t use)
#ifdef DICE_D3D11_ENABLE
m_deviceContext->PSSetShader(solution.pixelPermutation->shader, nullptr, 0);
#else
m_deviceContext->PSSetShader(solution.pixelPermutation->shader);
#endif
9 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Mapping buffers on DX10 vs DX11
#ifdef DICE_D3D11_ENABLE
D3D11_MAPPED_SUBRESOURCE mappedResource;
DICE_SAFE_DX(m_deviceContext->Map(
m_functionConstantBuffers[type], // cbuffer
0,
// subresource
D3D11_MAP_WRITE_DISCARD,
// map type
0,
// map flags
&mappedResource));
// map resource
data = reinterpret_cast<Vec*>(mappedResource.pData);
// fill in data
m_deviceContext->Unmap(m_functionConstantBuffers[type], 0);
#else
DICE_SAFE_DX(m_functionConstantBuffers[type]->Map(
D3D10_MAP_WRITE_DISCARD,
// map type
0,
// map flags
(void**)&data));
// data
// fill in data
m_functionConstantBuffers[type]->Unmap();
#endif
10 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Frostbite DX11 parallel dispatch
The Killer Feature for reducing CPU rendering overhead!
 ~90% of our rendering dispatch job is in D3D/driver
1. Have a DX11 deferred device context per core
–
Together with dynamic resources (cbuffer/vbuffer) for usage
on that deferred context
2. Renderer has list of all draw calls we want to do for the
each rendering “layer” of the frame
3. Split draw calls for each layer into chunks of ~256 and
dispatch in parallel to the deferred contexts
–
Each chunk generates a command list
4. Render to immediate context & execute command lists
5. Profit!
–
Goal: close to linear perf. scaling up to octa-core when we get
DX11 driver support (hint hint to the IHVs)
11 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Frostbite DX11 - Other HW features of interest
Short term / easy:
 Read-only depth buffers. Saves copy & memory.
 BC6H compression for static HDR envmaps or
lightmaps
 BC7 compression for high-quality RGB[A] textures
 Per-resource fractional MinLod. Properly fade in
streamed textures.
Longer term / more complex:
 Compute shaders! (post fx, OIT, particle collision)
 DrawIndirect (procedural generation, keep on GPU)
 Tessellation (characters, terrain, smooth objects)
12 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Frostbite DX11 port – Questions?
from: igetyourfail.com
?
[email protected]
13 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
New Direct3D 11 Feature: The Tessellator
Advantages of Hardware Tessellation
 An extremely compact representation of a surface
– Each primitive in the low-res input mesh represents up
to 64 levels of tessellation
 A faster way to render high resolution meshes
– Vertices are generated by dedicated hardware
 Levels of detail can changed without needing to be
uploaded to the GPU
– No need to wait for uploads
– LODs don’t need to be stored in system or GPU
memory
– LOD algorithm can run entirely on the GPU
14 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Direct3D 11 Tessellator Stages
3 Tessellation Stages
 2 Programmable Stages
– Hull Shader
– Domain shader
 1 Fixed Function Stage
– Tessellator
Tessellator in the
D3D 11 Pipeline
15 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Direct3D 11 Tessellator Stages
Hull Shader
Operates in 2 phases
 “Control point phase” allows
conversion from one surface type
to another
– Example: sub-division surface to
Bezier patches
– Runs once per control point
 “Patch constant phase” sets
tessellation factors and other perpatch constants
Tessellator in the
D3D 11 Pipeline
– Runs once per input primitive
16 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Direct3D 11 Tessellator Stages
Tessellator Stage
Fixed Function Stage
 Generates new vertices within
each of the input primitives
 The number of new vertices is
based on the tessellation factors
computed by the hull shader
Tessellator in the
D3D 11 Pipeline
Level 1.0
Level 1.5
17 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Level 3.0
Direct3D 11 Tessellator Stages
Domain Shader
Evaluates the surface at each vertex
 Uses the control points generated
by the hull shader
– Can implement various types of
surfaces, for example Beziers
 Displacement Mapping
– Fetch displacements from a
displacement map texture
– Translate the vertex position
along the normal
Tessellator in the
D3D 11 Pipeline
18 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
You can do tessellation on today’s hardware.
ATI Tessellator
 A new fixed function stage
 Can be used for prototyping
D3D 11 algorithms
 Available on all ATI Direct3D
10 capable hardware and
Xbox 360
 Tessellation SDK now
available for Direct3D 9
ATI Tessellator in the
D3D 9 Pipeline
– http://developer.amd.com/
gpu/radeon/Tessellation
19 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Comparison: D3D 9 vs D3D 11 Tessellator
 Various Algorithms can be implemented on both
 D3D11 Tessellator algorithms can usually be done in
one pass.
 Even with extra passes hardware tessellation is still
faster than rendering high polygon count geometry
without a tessellator.
– 3 times faster with less than 1/100th the size!
 D3D11 Tessellator has more tessellation levels 64 vs 15
– More polygons per mesh
 D3D11 Tessellator has a cleaner API
– Control points are passed to hull and domain shader
– ATI tessellator relies on vertex texture fetch
20 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Alternate Tessellation Method
Instanced Tessellation (Gruen 2005)
 Does not require dedicated tessellation hardware
 Uses hardware instancing to render tessellated
surfaces
– Create a vertex buffer that contains a tessellation of a
generic triangle
– Use instancing to instance that vertex buffer for every
triangle in the mesh
– The vertex shader can be used to transform the
instanced triangles according to patch control points
and/or a displacement map
21 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
New Direct3D 11 feature: Compute Shaders
 Allows you to bypass the entire graphics pipeline for
GPGPU programming
– Post-processing, OIT, AI, Physics, and more
 Application has control over dispatching and
synchronization of threads
 Shared memory between Compute Shader threads
– Thread Group Shared Memory (TGSM)
– Avoids redundant calculations and fetches
 Random access to output buffer
– “Unordered Access View” (UAV)
 Available for pixel shaders too!
– Scatter writes – multiple random access writes per shader
22 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Compute Shader: Threads
 A thread is the basic CS processing element
 A “thread group” is a 3 dimensional array of threads
– CS declares the number of threads in a group
 eg. [numthreads(X, Y, Z)]
– Each thread in the group executes the same code
 Thread groups are also organized as 3D arrays
 Execution of threads is started by calling the device
Dispatch( nX, nY, nZ ) function
– Where nX, nY, nZ are the number of thread groups to
execute
23 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Compute Shader: Threads and Thread Groups
 pDev11->Dispatch(3, 2, 1);
// D3D API call
 [numthreads(4, 4, 1)]
// CS 5.0 HLSL
 Total threads = 3*2*4*4 = 96
24 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Compute Shader: Thread Group Shared Memory
 Shared between threads
– Think of it as fast local memory reserved for threads
 Read/write access at any location
 Declared in the shader
– groupshared float4 vCacheMemory[1024];
 Limited to 32 KB
 Need synchronization before reading back data
written by other threads
– To ensure all threads have finished writing
– GroupMemoryBarrier();
– GroupMemoryBarrierWithGroupSync();
25 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
You can use compute shaders on today’s
hardware.
Compute Shaders are available on some D3D 10 Hardware
 CS 4.x is a subset of CS 5.0
– Includes CS 4.0 and CS 4.1
– CS 4.1 includes instructions from SM 4.1 (D3D 10.1)
 Requires support in the driver
– Use CheckFeatureSupport()
 D3D11_Feature enum:
D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS
 boolean value:
ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x
– Drivers are now available!
 Contact us for details
26 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
CS 4.x Limitations
Limitations
 Max number of threads per group is 768 total
 Dispatch Zn==1 & no DispatchIndirect() support
 Thread Group Shared Memory (TGSM) Limitations
– Max size is 16 KB vs 32 KB in CS 5.0
– Threads can only write to their own offsets in TGSM
 But they can still read from anywhere in the TGSM
 No atomic operations or append/consume
 Only one UAV can be bound
– Must be Raw or Structured, not Typed (no textures)
27 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
CS 4.0 Example: HDR Tone Map Reduction
8
8
Rendered HDR Image
1D Buffer
1D Buffer
Final Result
28 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
CS 4.0 Example: HDR Tone Map Reduction
C++ Code:
CompileShaderFromFile( L"ReduceTo1DCS.hlsl", "CSMain", "cs_4_0", &pBlob ) );
HLSL Code (reduction from 2D to 1D):
Texture2D Input : register( t0 );
RWStructuredBuffer<float> Result : register( u0 );
cbuffer cbCS : register( b0 )
{
uint4
g_param;
// (g_param.x, g_param.y) is the x and y dimensions of
//
the Dispatch call.
// (g_param.z, g_param.w) is the size of the above
// Input Texture2D
};
29 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
CS 4.0 Example: HDR Tone Map Reduction
#define blocksize 8
#define blocksizeY 8
#define groupthreads (blocksize*blocksizeY)
groupshared float accum[groupthreads];
static const float4 LUM_VECTOR = float4(.299, .587, .114, 0);
[numthreads(blocksize,blocksizeY,1)]
void CSMain( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid :
SV_GroupThreadID, uint GI : SV_GroupIndex )
{
float4 s = Input.Load( uint3((float)DTid.x/81.0f*g_param.z,
(float)DTid.y/81.0f*g_param.w, 0) );
accum[GI] = dot( s, LUM_VECTOR );
uint stride = groupthreads/2;
GroupMemoryBarrierWithGroupSync();
30 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
CS 4.0 Example: HDR Tone Map Reduction
if ( GI < stride )
accum[GI] += accum[stride+GI];
if ( GI < 16 )
{
accum[GI] += accum[16+GI];
accum[GI] += accum[8+GI];
accum[GI] += accum[4+GI];
accum[GI] += accum[2+GI];
accum[GI] += accum[1+GI];
}
if ( GI == 0 )
{
Result[Gid.y*g_param.x+Gid.x] = accum[0];
}
}
31 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Comparison: CS 4.x vs CS 5.0
CS 4.x is great to have but CS 5.0 will be better
 Better performance – D3D 11 Hardware will be faster
 Better Thread Group Shared Memory
– More storage 32K vs 16K
– Better access – threads can write anywhere in TGSM, not
just within their thread group
 Better interaction with graphics pipeline
– Can output to textures (typed UAVs)
 No need to draw a full screen quad
 Better precision – Double Precision (optional)
 Better synchronization - Atomics
CS 4.x is still your best alternative on downlevel hardware
32 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
New Direct3D 11 feature: Multithreading
Multithreaded Rendering
 Render calls are now part of the “Immediate”
context or the “Deferred” context
 Immediate context calls get executed right away,
just like D3D 9 and D3D 10 rendering
 Deferred context calls are used for building
“command lists” i.e. display lists.
– Draw calls and other rendering calls are recorded by
the deferred context and stored in the command list
– When the command list is finished, it can then be
placed in the queue on the immediate thread using the
ExecuteCommandList() function
33 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
New Direct3D 11 feature: Multithreading
Thread 1
Thread 2
Thread 3
Immediate
Deferred
Deferred
DrawPrim
DrawPrim
DrawPrim
DrawPrim
DrawPrim
DrawPrim
DrawPrim
DrawPrim
DrawPrim
Execute
Execute
34 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Deferred Contexts
Deferred contexts are intended to run in separate threads
 One immediate context on the main render thread
 Multiple deferred contexts on worker threads
 Running each deferred context in it’s own thread
takes advantage of modern multi-core CPUs
 Re-play of command lists, like the traditional use of
display lists in OpenGL may not be the best use of
this feature
 Some overhead with multiple contexts, so make sure
you’re doing enough work in each context
 Scale the number of deferred contexts (in threads)
with the number of CPU cores.
35 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
New Direct3D 11 feature: Multithreading
Multithreaded Resources
 Resources can be created with the device interface
in a separate thread, concurrent to a device context.
– D3D 11 Device interface creation methods are free
threaded
– Create VBs, Textures, CBs, State, and Shaders while
rendering in another thread.
 Resources can be uploaded asynchronously as well
– Concurrent with shader compilation
36 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
You can do multithreading with today’s
hardware.
Multithreading is implemented in the Direct3D 11 runtime
 Independent of driver or hardware
 Runtime will emulate features not supported by
driver
 Easy for testing and backwards compatibility!
Limitations on downlevel hardware
 Concurrency is limited by driver support
– Check for driver support using
ID3D11Device::CheckFeatureSupport()
 D3D11_FEATURE_DATA_THREADING
– DriverConcurrentCreates, DriverCommandLists
37 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Comparison of Multithreading on D3D 11 vs Downlevel
Hardware
This is primarily a performance issue
 You may get some improvement with multithreading,
even without driver/hardware support
– See the latest Microsoft DirectX SDK sample
 Multithreaded driver support will allow more
concurrency = better performance
 Direct3D 11 Hardware will be faster
38 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
New Direct3D 11 SM 5.0 Feature: Gather()
Fetches 4 point-sampled values in a single texture
instruction
 Better/faster shadow kernels
 Optimized SSAO implementations
W Z
X Y
 Can also select which components to sample:
– GatherRed(), GatherGreen(), GatherBlue(),
GatherAlpha()
 Compare version which can be used for shadow
mapping:
– GatherCmp (), GatherCmpRed(), GatherCmpGreen(),
GatherCmpBlue(), GatherCmpAlpha()
39 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
You can use Gather() on today’s hardware
Gather() is part of Direct3D 11 SM 4.1
 Works on all Direct3D 10.1 hardware
Limitations with SM4.1 Gather()
 Only works with single component formats
– No ability to select which component to gather
 Comparison form - GatherCmp() - is not supported
Still works great for custom shadow map kernels and
SSA0, since the depth buffer is a single component.
40 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Strategies for Transitioning to Direct3D 11
Consider doing the port in stages
 Use the HAL when you can
– Software rendering isn’t fun
 If your starting with D3D 9, the D3D 10 feature level
should be your first target
 First, get the engine working with D3D 10.1 feature
level before adding Direct3D 11 specific features
– 10.1 is the highest level that will work with the HAL
 Next, add new features on downlevel hardware
where available
 Finally, some new features will need to use the
reference rasterizer without D3D 11 hardware
41 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Starting with Direct3D 9
A simple port from D3D 9 to D3D 11 will not perform well
 Hopefully we’ve all learned this lesson from D3D 10
 Going from D3D 9 to D3D 10 will be a big chunk of
the work
– Very similar to the Direct3D 10 API
 Direct 3D 10 fundamentals are still important
 You can still use SM 3.0 for this stage
42 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Direct3D 10 programming review
Constant Buffers
 Group constants into buffers by frequency of update
 Remember: when one constant is updated, the
whole buffer needs to get uploaded
State Changes
 State objects are immutable for better performance
 Initialize the state you need before you need it
 Avoid creating lots of state objects on the fly
Resources
 Resource creation and deletion is slow
 Create most of your resources at the beginning
43 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Direct3D 10 programming review
Texture Updates
 Call Map() with the DO_NOT_WAIT flag to update
staging textures, then CopyResource() to update the
video memory texture
 Do not use UpdateSubResource() – slow
Batch Counts
 Keep batch counts low with instancing
Alpha test is now done with clip()/discard()
 Don’t put this in every shader – it may disable early z!
 Try to do the clip early to avoid unnecessary shader
instructions
44 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Going from Direct3D 10 to Direct3D 11
Fairly easy port from Direct3D 10 to D3D 11 with 10 or
10.1 device feature level
 You can still use the HAL
 Modify the existing Direct3D 10 code to use a
Rendering Context
– You should only need the Immediate Context for now
– Essentially just replacing API calls
 Get the simple port working first
 You can still use your SM 4.0 or 4.1 shaders at this
point in the process
45 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Adding in new Direct3D 11 features
Multithreading
 Requires changes to your rendering code
 Add Windows multithreading support
 Run deferred contexts in separate threads
– Need to break up your rendering workload in to logical
chunks
– Parallelize the command list building to improve
performance
 Fortunately the runtime will emulate this feature
– Performance improvements may not be fully realized
until new drivers and new hardware is released.
46 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Adding in new Direct3D 11 features
Compute Shader
 Post Processing
– Replace your old pixel shader implementations with
faster compute shader versions
 Use CS 4.x on current hardware
– Good for testing and backwards compatibility
Tessellation
 Prototype tessellation algorithms using the ATI
tessellator on Direct3D 9
 Use instanced tessellation for Direct3D 11 on
downlevel hardware
 Consider how Tessellation will affect your art pipeline
– better to prepare early
47 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Full Direct3D 11 Implementation
Add new features that require Direct3D 11 hardware
 Not too difficult, since you’ve already done most of
the work!
 Tesellation
– Simplify your algorithms by using the hull shader
 Compute Shader
– Start using CS 5.0
 More local storage, write anywhere, can output to
textures
 Multithreading
– Should automatically see improvements with new
hardware and drivers
48 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
There’s nothing stopping you from starting now
Direct 3D 11 features will improve your game
 Multithreading, Compute Shader, Tessellation and more
Current Hardware will take you close to a full Direct3D 11
implementation
 Downlevel support is good for prototyping and for
backwards compatibility
Have your game ready to ship when Direct3D 11 ships
 Windows 7 and powerful new hardware will help
spotlight your game!
49 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
Acknowledgements
Johan Andersson, DICE – advice on porting to D3D 11
Nicholas Thibieroz, AMD – Compute Shader
Holger Gruen, Efficient Tessellation on the GPU through
Instancing, Journal of Game Development Volume 1,
Issue 3, December 2005
Tatarchuk, Barczak, Bilodeau, Programming for RealTime Tessellation on GPU, 2009 AMD whitepaper on
tessellation
Microsoft Corporation, DirectX 11 Software Development
Kit, November, 2008
50 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017
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©2008 Advanced Micro Devices, Inc. All rights reserved.
51 Your Game Needs Direct3D 11, So Get Started Now! 7/13/2017