A trip through the Graphics Pipeline (2011)

Posted by kruuuder 4 days ago

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Comments

Comment by AshleysBrain 5 hours ago

I read through this guide a while back and it is great. However it's fairly old now being from 2011 - are there any updated guides or explanations of what's changed since then?

Comment by flohofwoe 4 hours ago

I don't think all that much has changed except for the addition of meshlet and raytracing stages:

The 'descriptors are hard' article is a nice modern compagnion IMHO:

https://www.gfxstrand.net/faith/blog/2022/08/descriptors-are...

Also the D3D12 functional spec might be useful too:

https://microsoft.github.io/DirectX-Specs/

Comment by cubefox 2 hours ago

The mesh shader pipeline isn't just an addition, it replaces several pieces of the old pipeline, like vertex shader, tesselation and geometry shaders. It's a pretty big departure. Though most engines don't use it yet I believe.