Simon's Tech Blog
D3D12 Descriptor Heap Management
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Introduction Continue with the last post , we described about how root signature is managed to bind resources. But root signature is just o...
D3D12 Root Signature Management
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Introduction Continue with the last post about writing my new toy D3D12 graphics engine, we have compiled some shaders and extracted som...
MSBuild custom build tools notes
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Introduction Recently, I am trying to re-write my graphics code to use D3D12 (instead of D3D11 in Seal Guardian). I need to have a convenie...
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