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--- ---
# 前言 # 前言
- [开篇D3D12龙书指南](https://zhuanlan.zhihu.com/p/417016061) - [开篇D3D12龙书指南](https://zhuanlan.zhihu.com/p/417016061)
- [[DIRECTX 12 3D游戏开发实战_弗兰克·D.卢娜著王陈译_北京人民邮电出版社_2019.01_742_14522790.pdf]]
- [d3dcoder/d3d12book: Sample code for the book "Introduction to 3D Game Programming with DirectX 12" ](http://github.com/d3dcoder/d3d12book) - [d3dcoder/d3d12book: Sample code for the book "Introduction to 3D Game Programming with DirectX 12" ](http://github.com/d3dcoder/d3d12book)

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@@ -18,4 +18,22 @@ D3D使用IDXGISwapChain控制前后缓存交换。
- ResizeBuffers() - ResizeBuffers()
- Present():呈现缓冲区内容。 - Present():呈现缓冲区内容。
# 资源描述符号
1. 常量缓冲区视图CBV/SRV/UAV
2. 采样器Sample
3. 渲染目标视图RTV
4. 深度/模版视图DSV)
# 多重采样技术
解析resolve或者可以称之为降采样
## 利用D3D进行多重采样
首先填写DXGI_SAMPLE_DESC
```c++
typedef struct DXGI_SAMPLE_DESC
{
UINT Count;
UINT Quality;
} DXGI_SAMPLE_DESC;
```
之后使用ID3D12Device::CheckFeatureSupport查询到对应的质量级别