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PSOs, Shaders, and Signatures
In order to render using DirectX 12, the complete description of the render state needs to be captured in a ID3D12PipelineState
interface object (PSO). Compiled shaders for all stages you use are bound to the PSO at creation time. In order to share data between the HLSL shader and the CPU, the ID3D12RootSignature
interface object describes how the shader expects parameters to be bound and is also part of the PSO.
UNDER DEVELOPMENT
UNDER DEVELOPMENT
UNDER DEVELOPMENT
UNDER DEVELOPMENT
In DirectX Tool Kit for DirectX 12, the individual Effects objects include per-device root signature and a per-instance pipeline state object. These are bound when the Apply method is invoked.
SimpleTriangle12 sample for PC, UWP, Xbox One XDK
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Xbox One
- Xbox Series X|S
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20