Direct3d 11 PreviewUtah code campfall 2008
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Transcript Direct3d 11 PreviewUtah code campfall 2008
Richard Thomson
DAZ 3D
www.daz3d.com
Direct3D 11
CTP in November 2008 DirectX SDK
Vista (and beyond) only, not on XP
Evolution of Direct3D 10
Compatible with D3D 10 cards
Evolution of Direct3D
Direct3D 9
Stable, been around for a while
Last version to be deployed on Win XP
Direct3D 10
First Vista-only version
Big change from D3D 9
Direct3D 10.1
Incremental tweak to D3D 10
Direct3D 10/10.1/11 vs. 9
Enumeration factored out to DXGI
Same DXGI used for 10, 10.1 and 11
Divide render/texture states into chunks
Chunks of state are immutable objects
“Device state” consists of set of
assigned state chunks
Introduces new shader stages beyond
vertex and pixel shaders
Tighter API specification => no CAPS
Direct3D 11 Focus
Scalability and performance
Improving the development experience
Extending the reach of the GPU
Direct3D 11 New Features
Tessellation
Compute Shader
Multithreading
Shader Subroutines
Improved Texture Compression
Other Features
Tessellation
Input Assembler
Direct3D 10 pipeline
Plus
Three new stages for
Tessellation
Vertex Shader
Hull Shader
Tessellator
Domain Shader
Geometry Shader
Rasterizer
Pixel Shader
Output Merger
Stream Output
Hull Shader
HS input:
patch control pts
One Hull Shader
invocation per
patch
Hull Shader
HS output:
Patch control pts after
Basis conversion
HS output:
• TessFactors (how much to tessellate)
• fixed tessellator mode declarations
Tessellator
Domain
Shader
Hull Shader Syntax
[patchsize(12)]
[patchconstantfunc(MyPatchConstantFunc)]
MyOutPoint main(uint Id : SV_ControlPointID,
InputPatch<MyInPoint, 12> InPts)
{
MyOutPoint result;
…
result = TransformControlPoint( InPts[Id] );
return result;
}
Tessellator
Hull Shader
Note: Tessellator
does not see
control points
TS input:
• TessFactors (how much to tessellate)
• fixed tessellator mode declarations
Tessellator
TS output:
• U V {W} domain
points
Domain
Shader
Tessellator
operates per
patch
TS output:
• topology
(to primitive assembly)
Domain Shader
Hull Shader
DS input:
• control points
• TessFactors
Tessellator
DS input:
• U V {W} domain points
Domain Shader
One Domain
Shader invocation
per point from
Tessellator
DS output:
• one vertex
Domain Shader Syntax
void main( out MyDSOutput result,
float2 myInputUV : SV_DomainPoint,
MyDSInput DSInputs,
OutputPatch<MyOutPoint, 12> ControlPts,
MyTessFactors tessFactors )
{
…
result.Position =
EvaluateSurfaceUV( ControlPoints, myInputUV );
}
Single Pass Example
vertex shader
hull shader
Animate/skin
Control
Points
Transform basis,
Determine how
much to tessellate
patch
control points
transformed
control points
tessellator
Tess
Factors
control points
in Bezier patch
Tessellate!
domain shader
Evaluate
surface
including
displacement
U V {W}
domain points
displacement
map
Sub-D Patch
Bezier Patch
Current Authoring Pipeline
(Rocket Frog Taken From Loop &Schaefer, "Approximating Catmull-Clark Subdivision Surfaces with Bicubic Patches“)
Sub-D Modeling
Polygon Mesh
Animation
Displacement Map
Generate LODs
New Authoring Pipeline
(Rocket Frog Taken From Loop &Schaefer, "Approximating Catmull-Clark Subdivision Surfaces with Bicubic Patches“)
Animation
Sub-D Modeling
Displacement Map
Optimally Tessellated Mesh
GPU
Tessellation Summary
Helps us get closer to eliminating “pointy heads”
Scales visual quality across PC hardware
configurations
Supports performance increases
Coarse model = compression, faster I/0 to GPU
Rendering tailored to each end user’s hardware
Better cross-platform (Windows + Xbox 360)
development experience
Xbox 360 has a subset of D3D11’s tessellation
Parity = ease of cross-platform development
Extra features = innovation for Windows gaming
Render content as the artist created it!
More on Tessellation
GameFest 2008 Slides and Audio
“Direct3D 11 Tessellation”
○ Kev Gee, Microsoft
“Advanced Topics in GPU Tessellation”
○ Natasha Tatarchuk, AMD/ATI
“Water-Tight, Textured, Displaced Subdivision
Surface Tessellation Using Direct3D 11”
○ Ignacio Castano, NVIDIA
General Purpose GPU
Data Parallel Computing
GPU performance continues to grow
Many applications scale well to massive
parallelism without tricky code changes
Direct3D is the API for talking to GPU
How do we expand Direct3D to
GPGPU?
Compute Shader
Input Assembler
Vertex Shader
Hull Shader
Tessellator
Domain Shader
Geometry Shader
Stream Output
Direct3D 10 pipeline
Plus
Three new stages for
Tessellation
Plus
Compute Shader
Rasterizer
Pixel Shader
Output Merger
Data Structure
Compute
Shader
Integrated with Direct3D
Fully supports all Direct3D resources
Targets graphics/media data types
Evolution of DirectX HLSL
Graphics pipeline updated to emit
general data structures…
…which can then be manipulated by
compute shader…
And then rendered by Direct3D again
Target Applications
Image/Post processing:
Image Reduction
Image Histogram
Image Convolution
Image FFT
A-Buffer/OIT
Ray-tracing, radiosity, etc.
Physics
AI
Computing a Histogram
Histogram()
{
shared int Histograms[16][256];
// array of 16
float3 vPixel = load( sampler, sv_ThreadID );
float fLuminance = dot( vPixel, LUM_VECTOR );
int iBin = fLuminance*255.0f;
// compute bin to increment
int iHist = sv_ThreadIDInGroup & 16; // use thread index
Histograms[iHist][iBin] += 1;
// update bin
// enable all threads in group to complete
SynchronizeThreadGroup;
Computing a Histogram 2
// Write register histograms out to memory:
iBin = sv_ThreadIDInGroup.x;
if (sv_ThreadID.x < 256)
{
for (iHist = 0; iHist < 16; iHist++)
{
int2 destAddr = int2(iHist, iBin);
OutputResource.add(destAddr,
Histograms[iHist][iBin]); // atomic
}
}
}
Compute Shader Summary
Enables much more general algorithms
Transparent parallel processing model
Full cross-vendor support
Broadest possible installed base
GameFest 2008:
“Direct3D 11 Compute Shader – More
Generality for Advanced Techniques”
○ Chas Boyd, Microsoft
Multithreading
Enables distribution across threads of
Application code
Runtime
Driver
Device: free threaded resource creation
Immediate Context: your single primary device
for state & draws
Deferred Contexts: your per-thread devices for
state & draws
Display Lists: Recorded sequence of graphics
commands
Requires a driver update
Shader Subroutines
Details
Calls must be fast
Binding applies to all primitives in a Draw call
Binding operation must be fast
Need parameter passing mechanism
Need access to textures, samplers, etc.
Advantages
Reduce register usage in Über-shaders
○ Not worst case of all if statements
Allows specialization of subroutines
Improved Texture Compression
Why?
Existing block palette interpolations too
simple
Results often rife with blocking artifacts
No high dynamic range (HDR) support
New Texture Formats
BC6 (aka BC6H)
High dynamic range
6:1 compression (16 bpc RGB)
Targeting high (not lossless) visual quality
BC7
LDR with alpha
3:1 compression for RGB or 4:1 for RGBA
High visual quality
Compression of New Formats
Block compression (unchanged)
Each block independent
Fixed compression ratio
Multiple block types (new)
Tailored to different types of content
Smooth gradients vs. noisy normal maps
Varied alpha vs. constant alpha
Decompression results must be bitaccurate with spec
Comparison Results 1
Orig
BC3
Orig
BC7
Abs Error
Comparison Results 2
Orig
BC3
Orig
BC7
Abs Error
Comparison Results 3
HDR Original at
given exposure
Abs Error
BC6 at
given exposure
Other Features
Addressable Stream Out
Draw Indirect
Pull-model attribute eval
Improved Gather4
Min-LOD texture clamps
16K texture limits
Required 8-bit subtexel,
submip filtering precision
Conservative oDepth
2 GB Resources
Geometry shader instance
programming model
Optional double support
Read-only depth or stencil
views
Thanks
Allison Klein
Senior Lead Program Manager
Direct3D
Microsoft
Chas. Boyd
Architect
Windows Desktop & Gaming Technology
Microsoft
Thank you to
our Sponsors!