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DirectX Graphics: Direct3D 10 and Beyond . Sam Z. Glassenberg Lead Program Manager Graphics Platforms Unit Microsoft Corporation. Graphics Core In Windows Vista. Microsoft- written code. IHV-written code. WPF. DWM. PIX. Media Foundation. MIL. GDI. Legacy D3D APIs. DX VA. D3D9.

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directx graphics direct3d 10 and beyond

DirectX Graphics: Direct3D 10 and Beyond

Sam Z. GlassenbergLead Program ManagerGraphics Platforms UnitMicrosoft Corporation

graphics core in windows vista
Graphics Core In Windows Vista

Microsoft-

written code

IHV-written

code

WPF

DWM

PIX

Media

Foundation

MIL

GDI

Legacy

D3D APIs

DX

VA

D3D9

D3D9

Ex

Direct3D

10

DXGI

OpenGL

OpenGL

ICD

Common pipeline (DDI)

User-Mode

Driver

User Mode

Kernel Mode

Win32Kernel

DXGKernel

Kernel-Mode

Driver

outline the next few years
OutlineThe next few years
  • Direct3D 10 and Direct3D “10.1”
    • Design Imperatives
    • Features and Capabilities
    • Applications
the situation today

GPU

CPU

The Situation Today
  • No single graphics hardware target
  • CPU-bound games and applications
    • Bandwidth and CPU cycles are the bottleneck in multiple areas (physics, AI)
    • Large amount of CPU resources spent directing the GPU
the situation today6
The Situation Today
  • No single graphics hardware target
  • CPU-bound games and applications
    • Bandwidth and CPU cycles are the bottleneck in multiple areas (physics, AI)
    • Large amount of CPU resources spent directing the GPU
  • GPU overly-specialized
direct3d 10 unleashing the power of the gpu
Direct3D 10Unleashing the power of the GPU
  • Consistency – guarantee a common feature-set with strict requirements
  • Performance –

Render MORE

objects, materials, clutter, vegetation, shadows

with LESS

CPU cycles, stalls, and bandwidth cost

  • Visual Effects – unprecedented graphics
  • Capability – empower the GPU to handle a new series of applications
direct3d 10 rebuilt from the ground up
Direct3D 10 Rebuilt from the ground-up
  • Direct3D 10 changes the way applications think about…
    • Material management
      • GPU State, constants, shaders, …
    • CPU/GPU load-balancing
      • Vastly reduced API/driver overhead
      • More robust GPU capability
      • CPU-like precision and behavior requirements
direct3d 10 applications increasing breadth of applicability
Direct3D 10 ApplicationsIncreasing breadth of applicability
  • Cutting-edge Windows Vista games
  • Workstation graphics
  • Image, video, and data processing
direct3d 10 features
Texture Arrays

Format Reinterpretation

Stream Output

Resource Views

Input Assembler

Immediate offset on Memory Access

Integer/Bitwise Instructions

Comparison Filtering

Constant Buffers

State Objects

Shared-Exponent HDR Compression (RGBE)

Block-Compressed Formats for bump/normal maps

128 texture slots

8 Render targets

More interstage communication

Instance, Vertex, Primitive identifiers

Per-primitive Clip distance

Predicated Rendering

Alpha-to-Coverage

Multisample Readback

Better cubemap filtering

Input Assembler

Direct3D 10 Features

Vertex Buffer

InputAssembler

Index Buffer

VertexShader

Texture

GeometryShader

Texture

Stream Output

Rasterizer/Interpolator

PixelShader

Texture

Depth/Stencil

OutputMerger

Render Target

direct3d 10 geometry shader applications
Direct3D 10Geometry Shader Applications
  • Full control over the whole triangle
    • All-GPU Material Systems
    • Better materials
      • Hi-quality interpolation and derivatives
      • Wrinkle models
      • Cartoon and falloff effects
  • Geometry/data amplification
    • Fur/Fins
    • Procedural geometry/detailing
    • All-GPU Particle Systems
    • Data visualization techniques
    • Wide lines and strokes

Geometry Shader

render to volume
Render-To-Volume

Geometry Shader

shader model 4 0 a new level of programmability
Shader Model 4.0A new level of programmability
  • Common Shader Core
  • Full integer/bitwise instruction set
    • Massively parallel image and data processing
    • Custom decompression schemes
  • Buffer Load – CPU-like unfiltered memory access
  • Switch statements and subroutines
  • No limits
    • More interstage registers, samplers, textures
    • Unlimited instruction count
direct3d 10 performance doing more in a single call
Direct3D 10 PerformanceDoing more in a single call
  • Set a bulk of render state with state objects
  • Render to an entire cubemap/volume
  • Render multiple specialized objects using advanced instancing features
  • Generate procedural detail
  • Juggle multiple materials in a single shader
direct3d 10 gpu material management
Direct3D 10GPU material management
  • Render a multitude of unique materials without taxing the CPU
    • Unlimited instruction length
    • Switch statements
    • Texture arrays
    • Geometry shader
    • Constant buffers
    • Access to material descriptions
direct3d 10 performance maximizing bandwidth efficiency
Direct3D 10 PerformanceMaximizing bandwidth efficiency
  • Constant Buffers
    • Update shader constant data (light positions, material info, camera info, etc.) in bulk, only when needed
  • Streamlined GPU resource update mechanisms
  • Fast CPU readback via staging
  • New compression formats
consistency
Consistency
  • Strictly-defined, consistent behavior throughout
    • IEEE floating-point compliance (almost)
      • Precise FP32 sampling/blending/math/conversion rules; i.e.
        • FP32 shader ops – precise to 1.0 ULP
        • FP32 to Integer – precise to 0.6 ULP per op
        • FP16 blending – precise to 0.6 ULP per op
    • 32-bit blending required
    • Exact line/triangle/anti-aliased drawing rules
no caps in direct3d 10
No Caps In Direct3D 10!
  • Direct3D 10 Optional Format Support
    • >1 Sample MSAA
    • 32-bit FP filtering
    • RGB32 Rendertarget (RGBA32 is required)
  • Hardware (and applications) will scale on perf, not feature selection
  • Increases breadth of applicability
  • Performance is criticalfor a good experience
direct3d10 an inflection point
Direct3D10: An Inflection Point
  • The API exposes Direct3D 10-class hardware
    • Performance-focused API
      • No downlevel hardware support
    • Clean and consistent API
      • All features guaranteed
  • Direct3D 10 takes full advantage of WDDM
    • Direct3D 10 is Windows Vista/WDDM-only
    • WDDM-basic guaranteed to Direct3D 10 developers

User Mode

Application

User-Mode Driver

Direct3D

Kernel Mode

DXGKml

GPUMem Mgr.

GPUScheduler

Kernel-Mode Driver

Graphics Hardware

direct3d 10 status
Direct3D 10 Status
  • Hardware spec frozen for over a year
  • First publicly-available Tech Preview in December 2005
    • Aligned with Windows Vista CTP’s
    • Updates bimonthly
      • Direct3D 10 Beta in Windows Vista Beta 2
  • RTM in Windows Vista
  • Currently underway
    • IHV driver development
    • Conformance test development
    • Launch titles
direct3d 10 1 design imperatives
Direct3D 10.1 Design imperatives
  • Incremental hardware and software update to Direct3D 10
  • Strict superset of Direct3D 10 features
  • API support for Direct3D 10 and 10.1 hardware
direct3d 10 1 goals
Direct3D 10.1 Goals
  • Guarantee WDDM 2.1-level capability to developers and end-users
    • Lower CPU overhead
    • Massive datasets
  • Increase capability and performance
    • “Complete” Direct3D 10
  • Boost image quality: Improved anti-aliasing
direct3d 10 1 features full anti aliasing control
Direct3D 10.1 FeaturesFull anti-aliasing control
  • Application control over:
    • Multi-sample AA (smooth edges)

or

    • Super-sample AA (smooth edges and interior)
    • Selecting sample patterns
    • Pixel coverage mask
      • High-quality vegetation, motion blur, particles…
  • Minimum of 4 samples/pixel required
direct3d 10 1 features increased pipeline and shader capability
Direct3D 10.1 FeaturesIncreased pipeline and shader capability
  • Improved shader resource access
    • Greater control over MSAA readback
      • Custom downsample filters
    • Improved shadow filtering
    • Float32 filtering requirement
      • Better HDR
  • Enhanced blending
    • Independent blend modes per-rendertarget
    • New blend-able rendertarget formats
  • Increased pipeline precision
direct3d 10 1 features performance enhancements
Direct3D 10.1 FeaturesPerformance enhancements
  • Enable applications to further exploit multicore for rendering
  • Fewer API calls for reflections and refractions
    • Support for indexable, generalized cubemap arrays
call to action
Call To Action
  • Invest in performant Direct3D graphics – end-user value scales with performance
    • Not just games! (but games will look much better)
  • Direct3D 10 and WDDM for 2007
  • Direct3D 10.1 and WDDM 2.1 for “next”
additional resources
Additional Resources
  • DirectX Developer Center http://msdn.microsoft.com/DirectX
    • Direct3D 10 Tech Preview
      • Available in the DirectX SDK
      • Includes ~25 samples and tutorials – with videos
      • Direct3D 10 reference rasterizer, documentation, tools…
    • Game Developer Conference 2006and PDC 2005 Direct3D 10 presentations
  • Related sessions
    • Future Directions in Graphics
    • WDDM v2 and Beyond
slide36

© 2006 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries.

The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.