Vue d’ensemble de Direct3D 12 sur le Microsoft Game Development Kit (GDK) Décrit Direct3D 12 sur XBOX One, une API de bas niveau et hautes performances similaire à Direct3D 12 sur PC.Différences entre Direct3D 12 sur un PC Windows et le Game OS du Microsoft GDK Décrit Direct3D 12 sur le Game OS du Microsoft GDK (D3D12.x) et certaines différences notables par rapport à Direct3D 12 sur PC Windows (D3D12/PC).Types d’objets XMemAlloc de Direct3D 12 Répertorie les valeurs dwObjectType de la structure XALLOC_ATTRIBUTES utilisées par les allocations Direct3D 12.Création et utilisation de Direct3D sur XBOX One Examine les différences entre Direct3D sur XBOX One et sur Windows concernant la sélection du runtime, les ressources d’échange, les formats vidéo planaires, l’obtention de l’état plein écran, HLSL et le composant WIC (Windows Imaging Component).Gestion native des ressources pour XBOX One Fournit une brève introduction à la bibliothèque XBOX Graphics (XG).Prise en charge de la suspension et de la reprise par Direct3D Décrit le processus de suspension et de reprise du rendu graphique Direct3D d’un titre Game OS.Tessellation Décrit les avantages et les inconvénients de la tessellation Onchip et Offchip.Planification et présentation des images sur XBOX One Décrit la planification et la présentation des images sur XBOX One, où les ressources Direct3D capables de sortie d’affichage sont présentées via une file d’attente de commandes.Superpositions matérielles et ressources d’échange Décrit les techniques permettant aux développeurs Game OS de cibler efficacement les plans Background et HUD.Compression des couleurs et de la profondeur Décrit les formats de compression et de décompression des couleurs des cibles de rendu de bas niveau utilisés par le matériel graphique.Zones d’écran Décrit les zones sécurisées à utiliser lors de la conception de l’interface utilisateur d’une application.Sortie HDR (High Dynamic Range) Décrit le processus d’activation de la sortie HDR (High Dynamic Range) et WCG (Wide Color Gamut).Prise en charge du 120 Hz Couvre le processus de vérification de la prise en charge du 120 Hz et d’activation du 120 Hz pour un titre.Décodage Cmask Fournit des conseils approfondis sur le décodage de la surface Cmask. Décrit les modes d’encodage Cmask pouvant être choisis par le matériel.Barrières améliorées D3D12 Explique l’implémentation des barrières améliorées (Enhanced Barriers) pour XBOX Series X|S et fournit des exemples et des bonnes pratiques.Synchronisation GPU sur XBOX Series X|S Fournit une vue d’ensemble du fonctionnement de la synchronisation GPU sur XBOX Series X|S.Objets d’état de pipeline sérialisés et dérivés en détail Fournit une description approfondie de la compilation, de la sérialisation et de la dérivation des objets d’état de pipeline (Pipeline State Object).Windows Imaging Component (WIC) sur XBOX Décrit les fonctionnalités Windows Imaging Component (WIC) disponibles pour le Microsoft Game Development Kit (GDK).
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