D3d12 texture
2021年6月2日 — The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer linearly interpolates pixel color, using the ... ,2021年4月1日 — Describes a resource, such as a texture. This structure is used extensively. ,2021年4月1日 — D3D12_SHADER_RESOURCE_VIEW_DESC structure (d3d12.h) ... A D3D12_TEX1D_ARRAY_SRV structure that views the resource as a 1D-texture array. ,2021年6月2日 — Identifies a technique for resolving texture coordinates that are outside of the ... D3D12_TEXTURE_ADDRESS_MODE enumeration (d3d12.h). ,2021年10月6日 — This texture layout locates consecutive texels of a row contiguously in memory, before the texels of the next row. ,2021年10月13日 — ID3D12Device::CreateShaderResourceView method (d3d12.h) ... and for textures SRVs target a full texture, all mips and all array slices. ,2021年10月13日 — ID3D12Device::GetResourceAllocationInfo method (d3d12.h) ... to understand the size and alignment characteristics of texture resources. ,2021年10月13日 — This method uses the GPU to copy texture data between two locations. Both the source and the destination may reference texture data located ... ,The basics of Direct3D 12 texture upload is demonstrated in the D3D12HelloTexture sample on the DirectX-Graphics-Samples GitHub repro. ,2021年9月14日 — 在D3D12 中使用緩衝區時,只要滿足記憶體對齊需求,應用程式就可以完全掌控與複製資源資料相關 ... Sub-allocate from the buffer for texture data.
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D3d12 texture 相關參考資料
D3D12_FILTER_TYPE (d3d12.h) - Win32 apps | Microsoft Docs
2021年6月2日 — The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer linearly interpolates pixel color, using the ... https://docs.microsoft.com D3D12_RESOURCE_DESC (d3d12.h) - Win32 apps
2021年4月1日 — Describes a resource, such as a texture. This structure is used extensively. https://docs.microsoft.com D3D12_SHADER_RESOURCE_...
2021年4月1日 — D3D12_SHADER_RESOURCE_VIEW_DESC structure (d3d12.h) ... A D3D12_TEX1D_ARRAY_SRV structure that views the resource as a 1D-texture array. https://docs.microsoft.com D3D12_TEXTURE_ADDRESS_...
2021年6月2日 — Identifies a technique for resolving texture coordinates that are outside of the ... D3D12_TEXTURE_ADDRESS_MODE enumeration (d3d12.h). https://docs.microsoft.com D3D12_TEXTURE_LAYOUT (d3d12.h) - Win32 apps
2021年10月6日 — This texture layout locates consecutive texels of a row contiguously in memory, before the texels of the next row. https://docs.microsoft.com ID3D12Device::CreateShaderResourceView method (d3d12.h)
2021年10月13日 — ID3D12Device::CreateShaderResourceView method (d3d12.h) ... and for textures SRVs target a full texture, all mips and all array slices. https://docs.microsoft.com ID3D12Device::GetResourceAllocationInfo - Win32 apps
2021年10月13日 — ID3D12Device::GetResourceAllocationInfo method (d3d12.h) ... to understand the size and alignment characteristics of texture resources. https://docs.microsoft.com ID3D12GraphicsCommandList::CopyTextureRegion (d3d12.h)
2021年10月13日 — This method uses the GPU to copy texture data between two locations. Both the source and the destination may reference texture data located ... https://docs.microsoft.com What is the D3D12 equivalent of D3D11 CreateTexture2D?
The basics of Direct3D 12 texture upload is demonstrated in the D3D12HelloTexture sample on the DirectX-Graphics-Samples GitHub repro. https://stackoverflow.com 透過緩衝區上傳材質資料- Win32 apps | Microsoft Docs
2021年9月14日 — 在D3D12 中使用緩衝區時,只要滿足記憶體對齊需求,應用程式就可以完全掌控與複製資源資料相關 ... Sub-allocate from the buffer for texture data. https://docs.microsoft.com |