The progression finally highlights the vertices that correspond to these samples. A hull shader -- which is invoked once per patch -- transforms input control points that define a low-order surface into control points that make up a patch.
It also does some per patch calculations to provide data for the tessellation stage and the domain stage. At the simplest black-box level, the hull-shader stage would look something like the following diagram. At a deeper level, a hull-shader actually operates in two phases: a control-point phase and a patch-constant phase, which are run in parallel by the hardware. The HLSL compiler extracts the parallelism in a hull shader and encodes it into bytecode that drives the hardware.
The tessellator is a fixed-function stage initialized by binding a hull shader to the pipeline see How To: Initialize the Tessellator Stage. The purpose of the tessellator stage is to subdivide a domain quad, tri, or line into many smaller objects triangles, points or lines.
The tessellator tiles a canonical domain in a normalized zero-to-one coordinate system. For example, a quad domain is tessellated to a unit square.
The tessellator operates once per patch using the tessellation factors which specify how finely the domain will be tessellated and the type of partitioning which specifies the algorithm used to slice up a patch that are passed in from the hull-shader stage.
The tessellator outputs uv and optionally w coordinates and the surface topology to the domain-shader stage. A domain shader calculates the vertex position of a subdivided point in the output patch. Editors' Picks All magazines. Explore Podcasts All podcasts. Difficulty Beginner Intermediate Advanced.
Explore Documents. Direct3D 11 Tessellation. Uploaded by Dipesh Kumar Gautam. Did you find this document useful? Is this content inappropriate?
Report this Document. Flag for inappropriate content. Download now. Related titles. Carousel Previous Carousel Next. Jump to Page. Search inside document. Zahed Alani. Paulo Canedo da Silva. Govind sharma. Gabriel Delgado. Wawan Kurniawan. Nadia Putri. Usama Sheikh. Instead, create shaders with minimum precision, and the minimum precision variables behave at full bit precision if the graphics driver reports that it doesn't support any minimum precision.
For more info, see User clip planes on feature level 9 hardware. Later, when you bind the buffers to the pipeline, for example, via PSSetConstantBuffers or PSSetConstantBuffers1 , you can specify a range of buffers that the shader can access that fits within the limit.
If you want to render with the sample count forced to 1 or greater, you must follow these guidelines:. Otherwise, rendering behavior is undefined. For info about how to configure depth-stencil, see Configuring Depth-Stencil Functionality. The format of an underlying video resource restricts the formats that the view can use. You can create multiple views of different parts of the same surface, and depending on the format, the sizes of the views can differ from each other.
In addition, Direct3D Not only does the graphics driver and hardware support more bind flags but also more possible combinations of bind flags. When you copy a subresource, the source and destination resources can be identical and the source and destination regions can overlap. This new functionality informs the GPU that existing content in resources or resource views are no longer needed.
You can supply a larger constant buffer and specify the subrange that the shader can use. You apply the same color value to all parts of the view. The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers. These instructions existed in Direct3D See Dynamic Linking for additional information. Many graphics applications are CPU-bound because of costly activities such as scene graph traversal, object sorting, and physics simulations. Because multicore systems are becoming increasingly available, Direct3D 11 has improved its multithreading support to enable efficient interaction between multiple CPU threads and the D3D11 graphics APIs.
See MultiThreading for additional information. Tessellation can be used to render a single model with varying levels of detail. This approach generates a more geometrically accurate model that depends on the level of detail required for a scene. Use tessellation in a scene where the level of detail allows a lower geometry model, which reduces the demand on memory bandwidth consumed during rendering. In Direct3D, tessellation is implemented on the GPU to calculate a smoother curved surface from a coarse less detailed input patch.
Each quad or triangle patch face is subdivided into smaller triangular faces that better approximate the surface that you want. For information about implementing tessellation in the graphics pipeline, see Tessellation Overview.
You can run Direct3D 11 on downlevel hardware by specifing a feature level when you create a device. You can perform tessellation see Tessellation Overview by using the following shader types:. Direct3D 11 supports multithreading see MultiThreading. Direct3D 11 expands shaders with the following features see Shader Model 5.
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