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Efficient Rendering with DirectX 12 on Intel Graphics

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Pipeline State Objects<br />

Create PSOs at initializati<strong>on</strong> time<br />

– Multithread your initializati<strong>on</strong>/PSO creati<strong>on</strong> code!<br />

– Use PSO “libraries”<br />

PSO changes are usually fairly cheap<br />

– Minimal CPU cost, some GPU cost<br />

Some state sorting is still desirable<br />

– Turning shader stages <strong>on</strong>/off can cause pipeline stalls<br />

Copyright © 2015, <strong>Intel</strong> Corporati<strong>on</strong>. All rights reserv ed. *Other names and brands may be claimed as the property of others.<br />

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