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DX12 Do's and Don'ts

From: Ken Russell <kbr@google.com>
Date: Mon, 6 May 2019 11:03:25 -0700
Message-ID: <CAMYvS2fs5hSMKsCM22o3N83_f6G4z_uqMWdY6BxKm5WZs8_mXw@mail.gmail.com>
To: public-gpu <public-gpu@w3.org>
NVIDIA recently published an article "DX12 Do's and Don'ts" which is an
interesting read. There are many, many details that should be managed
correctly in order to achieve a performant DX12 application.


Some points made include:

 - Expect to write a separate render path for each IHV minimum, because the
app has to replace the driver's reasoning about how to efficiently drive
the hardware.

 - Compile pipeline state objects on background threads, because that's
where shader compilation happens.

 - Record command buffers on multiple threads in order to achieve best

 - Avoid changing the root signature unnecessarily as doing so is costly

And many more.

Any thoughts on this article and how WebGPU abstracts away any of its

Received on Monday, 6 May 2019 18:04:03 UTC

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