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Efficient Rendering with DirectX 12 on Intel Graphics

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Resource Descriptors<br />

Not an API object – manipulated directly by applicati<strong>on</strong><br />

– Descriptor size query-able by applicati<strong>on</strong><br />

– Can be created at any time; free-threaded API call<br />

Descriptors are put into “heaps” (arrays)<br />

– CBVs, SRVs and UAVs can be mixed in <strong>on</strong>e heap<br />

– Samplers in a separate heap<br />

– Can have <strong>on</strong>e or more of each type, GPU visible or CPU <strong>on</strong>ly<br />

Changing heaps is expensive (pipeline flush)<br />

– Ideally use a single heap of each type (sampler, CBV/SRV/UAV)<br />

– Excepti<strong>on</strong>: changing heaps at command list boundary is “free”<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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