Performance demos DirectX performance improvements Color font demo DirectWrite / Direct2D.

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Transcript Performance demos DirectX performance improvements Color font demo DirectWrite / Direct2D.

Performance demos
DirectX performance improvements
Color font demo
DirectWrite / Direct2D
Enabling color – DrawTextLayout
d2dContext->DrawTextLayout(
D2D1::Point2F(x, y),
m_layout.Get(),
D2D1_DRAW_TEXT_OPTIONS_CLIP | D2D1_DRAW_TEXT_OPTIONS_ENABLE_COLOR_FONT
);
Enabling color - DrawGlyphRun
d2dContext->DrawGlyphRun(…, glyphRun, … color, …);
Enabling color - DrawGlyphRun
colorlayers = dWrite->TranslateColorGlyphRun(…, glyphRun, …);
Foreach layer in colorLayers {
d2dContext->DrawGlyphRun(…, layer.GlyphRun, … layer.color, …);
}
DirectX performance improvements
Text
Geometry
Curve
Evaluation
Tessellation
CPU Work
Antialiasing
Brushing
GPU Work
Rendered on GPU
Geometry
Curve
Evaluation
Tessellation
CPU Work
Geometry
Realization Object
Geometry
Realization
Antialiasing
Brushing
GPU Work
Rendered on GPU
Geometry realizations demo
Direct2D
DirectX performance improvements
Text
Geometry
DirectX performance improvements
Text
Geometry
JPEG
File
Compressed
JPEG data
Huffman
decompression
Color space
conversion
(YCBCR -> RGB)
Inverse discrete
cosine
transform and
dequantization
Chroma
upsampling
WIC Format
convert
32bppPBGRA
pixel data
Direct2D
bitmap
JPEG
File
Compressed
JPEG data
Huffman
decompression
Color space
conversion
(YCBCR -> RGB)
Inverse discrete
cosine
transform and
dequantization
Chroma
upsampling
8bppY (luma)
pixel data
WIC Format
convert
32bppPBGRA
pixel data
Direct2D
bitmap
Direct2D
bitmap
Direct2D
YCBCR effect
16bppCBCR
(chroma)
pixel data
Direct2D
bitmap
Analysis of memory usage
Comparison of
image data for
some common
Windows 8 apps.
Music
41.4 MB
15.5 MB
63%
Photos
36.3 MB
13.6 MB
63%
Weather
23.8 MB
17.8 MB
25%
News
66.2 MB
24.8 MB
63%
Block compression
R
01
02
00
00
01
01
01
02
01
00
03
03
01
00
02
02
00
01
G
02
4x4 block
B
Encoding
03
Block compression
Choosing your
Block compression
format
Three-component color and alpha
Color (5:6:5), Alpha (1) or no alpha
BC1
4
Three-component color and alpha
Color (5:6:5), Alpha (4)
BC2
8
Three-component color and alpha
Color (5:6:5), Alpha (3*)
BC3
8
Cut The Rope image comparison
Startbg.jpg (Background image)
Original BGRA format (7.91MB decoded)
Cut The Rope image comparison
Startbg.jpg (Background image)
BC1 compression (0.99MB decoded)
Design time
Visual assets
(JPEG, PNG, etc)
Build time
Convert
to DDS
DDS file
(block compressed)
Run time
Directly read
block data
Direct2D bitmap
How to use Block Compressed images (DDS)
Color Fonts Sample
Geometry Realization Sample
D2D1_FILL_MODE enumeration
Block Compressed Images Sample
JPEG YCBCR Optimizations Sample
Block Compression (MSDN).
Title
Session ID
Building Games for Windows
2-047
What’s new in Direct3D 11.2
3-062
Massive virtual textures for games: Direct3D and Tiled Resources
4-063
DirectX Graphics Debugging Tools
3-141
Bringing Desktop PC Games to the Windows Store
3-190
Tales from the Trenches: Developing “The Harvest” and “Gunpowder” with Unity
3-044
Accelerating Windows Store Game Development with Middleware
3-187
Bringing Halo: Spartan Assault to Windows tablets and mobile devices
2-049
From Android or iOS: Bringing Your OpenGL ES Game to the Windows Store
3-189
Cutting Edge Games on Windows Tablets
3-043
Play Together! Leaderboards with Windows Azure and Multiplayer with WiFi Direct
3-051