PIX on Windows (beta) released

Tools are an incredibly important part of our work. Great tools allow us to look at the systems we’re developing, get a holistic sense of what’s going on and then zoom into the details we care about. Today PIX on Windows announced its beta release. If you work with D3D12 on Windows, you definitely owe it to yourself…


Performance considerations for DirectX 12 on NVidia hardware

I posted a link to similar content last week for Intel. The Do’s and Don’ts list from at the NVidia site covers additional content for NVidia hardware, and includes other considerations for command lists, engine architecture, swap chains, etc. Enjoy!


Performance considerations for DirectX 12 on Intel hardware

Wolfgang Engel writes Performance Considerations for Resource Binding in Microsoft DirectX 12 for the Intel Developer Zone site. There is some good information there and some material to think about various tradeoffs that can come in handy. Enjoy!


HLSL and Visual Studio

Tim Jones has recently published a Visual Studio extension that adds a number of features to the HLSL editor – HLSL Tools for Visual Studio. Read the announcement for details on what’s available: much better navigation and errors as you type are my two favorites. You can find the extension in the Visual Studio Gallery…


Graphics Education

So, learning about graphics is a journey (a life journey, for some!). Books, papers, samples, games, demos, friends… Here’s a new resource you should probably subscribe to if you’re into that: the Microsoft DirectX12 Graphics Education channel in YouTube. Yes, it has stuff on DirectX12 specifically, but you’ll also find videos on porting from DirectX11…


Channel 9 – OpenGLES on Windows with ANGLE

Going Native has a new video about OpenGLES on Windows with ANGLE, specifically how to get going with OpenGLES for Windows Store apps. Get a bit of history as well as a walkthrough of what you get from NuGet packages and how to glue things together, all courtesy of Cooper. Enjoy!


Performance for building OpenGL ES and ANGLE shaders

Today’s note is a simple reminder that if you’re using OpenGL ES and/or ANGLE, you’re not exempt from the performance concerns I’ve discussed before. Launching quickly is still important for user experience, and developers want to provide a good first impression! The classic OpenGL ES model is to compile the shaders from text. There is…


Compiling shaders vs creating shaders

Last time I talked about shader compilation at launch time, but I wasn’t being precise about shader compilation and shader creation. Shader compilation is the act of taking HLSL source code (i.e. text) and producing a bytecode representation. The main API to do this is D3DCompile. This bytecode can be used immediately or persisted to…


Types of HLSL expressions

The rules for HLSL type conversions and promotions are not clearly spelled out in MSDN. Thankfully, it’s very easy to lean on the compiler to figure out exactly what it’s doing. // Build with fxc on the path (eg from a Visual Studio Command Prompt Window) // fxc.exe /T ps_5_0 sample.fxc // Overloads. Let fxc…


GDC 2015 Talks on Channel9

If you can find the time, all the Microsoft GDC 2015 talks are available for viewing on Channel9. If you want an in-depth tech review of Direct3D 12, jump directly to Max’s talk Advanced DirectX12 Graphics and Performance. Enjoy!