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Additional Direct3D 11 Features

In addition to 3D improvements and support for data-parallel computing, Direct3D 11 incorporates the following improvements that are based on extensive ISV and IHV feedback :

 

Improved Texture Compression

Direct3D 11 introduces the first high-dynamic range, compressed hardware texture format and a new higher quality compression format for standard dynamic range textures. These new formats result in better looking textures and imagery in 3‑D applications.

 

Shader Model 5.0

Shader Model 5.0 adds many new features, including the following :

  • Support for high-precision math for scientific and CAD applications.
  • Bit reversal instructions for fast Fourier transformations (FFTs)
  • Shader conversion instructions for float16 to float32 and vice versa

 

Stream Output Flexibility

Direct3D 11 can perform multi-element stream output to multiple independent streams, including the rasterizer. This reduces the need for expensive CPU involvement in multipass GPU rendering and computation.

 

Depth Buffer Capabilities

Direct3D 11 accelerates techniques that often use depth buffers, which are common in the current generation of games. Direct3D 11 can :

  • Write depth from the shader conservatively, maintaining early-z acceleration.
  • Declare a read-only depth view that can be simultaneously bound as depth and texture, allowing z-comparison, z-rejection, and texture read without copying the depth buffer. Scenarios include soft particles and volumetric fog effects.

 

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Page

Topic

1

Introduction
Windows 7 & Direct3D 10

2

Desktop Windows Manager (DWM)
DirectX 10-Level-9

3

Remote Rendering
Direct2D API

4

Direct3D 11 Introduction
Compute Shader

5

New DirectX 11 Features For The Compute Shader
   - Explicit Thread Dispatch
   - Random Access I/O (Scatter)
   - Interthread Communications That Use Locally Shared Registers
   - Ability To Read And Sample DirectX Data Objects
   - Atomic Operators On Shared Memory Locations

6

Supported Configurations For The Compute Shader
Target Applications For The Compute Shader

7

3D Graphics Improvements In Direct3D 11
   - Use of multiple CPU cores
   - Tessellation
   - High-level shading language
   - Cross-platform development with the XBox 360 platform

8

Additional Direct3D 11 Features
   - Improved Texture Compression
   - Shader Model 5.0
   - Stream Output Flexibility
   - Depth Buffer Capabilities

9

Multi-GPU Support
   - Homogenous Configurations
   - Heterogenous Configurations

10

Linked Display Adapters
Multi-GPU & Aero Glass
Other Microsoft Scoops!



 
   
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