pl_Win_DirectX12
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- Category: Graphics 3D
- Published: Wednesday, 10 June 2015 14:15
- Written by Administrator
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pl_Win_DirectX12
CodeTyphon Studio Object Pascal Headers for MS DirectX 12 API
The HelperFiles are translated to be used with CodeTyphon. Therefore there are
more functions then in the original header file since Pascal syntax doesn't
support default values of a function as a result of another function.
DirectX 12
The primary feature highlight for the new release of DirectX was the introduction of advanced low-level programming APIs for Direct3D 12 which can reduce driver overhead. Developers are now able to implement their own command lists and buffers to the GPU, allowing for more efficient resource utilization through parallel computation. Lead developer Max McMullen stated that the main goal of Direct3D 12 is to achieve "console-level efficiency on phone, tablet and PC". The release of Direct3D 12 comes alongside other initiatives for low-overhead graphics APIs including AMD's Mantle for AMD graphics cards, Apple's Metal for iOS and macOS and Khronos Group's cross-platform Vulkan.
Multiadapter support will feature in DirectX 12 allowing developers to utilize multiple GPUs on a system simultaneously; multi-GPU support was previously dependent on vendor implementations such as AMD CrossFireX or NVIDIA SLI.
- Implicit Multiadapter support will work in a similar manner to previous versions of DirectX where frames are rendered alternately across linked GPUs of similar compute-power.
- Explicit Multiadapter will provide two distinct API patterns to developers. Linked GPUs will allow DirectX to view graphics cards in SLI or CrossFireX as a single GPU and use the combined resources. Whereas Unlinked GPUs will allow GPUs from different vendors to be utilized by DirectX, such as supplementing the dedicated GPU with the integrated GPU on the CPU, or combining AMD and NVIDIA cards. However, elaborate mixed multi-GPU setups requires significantly more attentive developer support.
DirectX 12 is supported on all Fermi and later Nvidia GPUs, on AMD's GCN-based chips and on Intel's Haswell and later processors' graphics units.
At SIGGRAPH 2014, Intel released a demo showing a computer generated asteroid field, in which DirectX 12 was claimed to be 50–70% more efficient than DirectX 11 in rendering speed and CPU power consumption.
Ashes of the Singularity was the first publicly available game to utilize DirectX 12. Testing by Ars Technica in August 2015 revealed slight performance regressions in DirectX 12 over DirectX 11 mode for the Nvidia GeForce 980 Ti, whereas the AMD Radeon R9 290x achieved consistent performance improvements of up to 70% under DirectX 12, and in some scenarios the AMD outperformed the more powerful Nvidia under DirectX 12. The performance discrepancies may be due to poor Nvidia driver optimizations for DirectX 12, or even hardware limitations of the card which was optimized for DirectX 11 serial execution, however the exact cause remains unclear.
DirectX 12 APIs are also featured on the Xbox, however the DirectX 12 code is not directly portable between PC and Xbox One due to inherent differences between the two platforms. The performance improvements of DirectX 12 on the Xbox are not as substantial as on the PC.
In March 2018, DirectX Raytracing (DXR) was announced, capable of real-time ray-tracing on supported hardware, and the DXR API was added in the Windows 10 October 2018 update.
In 2019 Microsoft announced the arrival of DirectX 12 to Windows 7
Home page: https://github.com/CMCHTPC/DelphiDX12