top | item 46229350 A trip through the Graphics Pipeline (2011) 37 points| kruuuder | 2 months ago |fgiesen.wordpress.com 5 comments order hn newest AshleysBrain|2 months ago I read through this guide a while back and it is great. However it's fairly old now being from 2011 - are there any updated guides or explanations of what's changed since then? flohofwoe|2 months ago I don't think all that much has changed except for the addition of meshlet and raytracing stages:The 'descriptors are hard' article is a nice modern compagnion IMHO:https://www.gfxstrand.net/faith/blog/2022/08/descriptors-are...Also the D3D12 functional spec might be useful too:https://microsoft.github.io/DirectX-Specs/ load replies (1)
AshleysBrain|2 months ago I read through this guide a while back and it is great. However it's fairly old now being from 2011 - are there any updated guides or explanations of what's changed since then? flohofwoe|2 months ago I don't think all that much has changed except for the addition of meshlet and raytracing stages:The 'descriptors are hard' article is a nice modern compagnion IMHO:https://www.gfxstrand.net/faith/blog/2022/08/descriptors-are...Also the D3D12 functional spec might be useful too:https://microsoft.github.io/DirectX-Specs/ load replies (1)
flohofwoe|2 months ago I don't think all that much has changed except for the addition of meshlet and raytracing stages:The 'descriptors are hard' article is a nice modern compagnion IMHO:https://www.gfxstrand.net/faith/blog/2022/08/descriptors-are...Also the D3D12 functional spec might be useful too:https://microsoft.github.io/DirectX-Specs/ load replies (1)
AshleysBrain|2 months ago
flohofwoe|2 months ago
The 'descriptors are hard' article is a nice modern compagnion IMHO:
https://www.gfxstrand.net/faith/blog/2022/08/descriptors-are...
Also the D3D12 functional spec might be useful too:
https://microsoft.github.io/DirectX-Specs/