Kategorien: Alle - data - solar - hardware

von edwin nugroho Vor 9 Jahren

663

Xbox one digging

The provided text includes various URLs related to different topics. It mentions links to articles and resources about Xbox, including its hardware and software components such as shaders and drivers.

Xbox one digging

Xbox John sell link

http://www.computer.org/csdl/mags/mi/preprint/06756701.pdf
https://mega.co.nz/#!VNV2AAIB!Opv06_tk2k1s6ekbrEvgfBKmpd7EtK6S9PV8SgHHNq8

Solar data

http://hargasolarcell.com/index.php?action=store.showCat&cat_id=29

http://www.solar-electric.com/how-to-use-mc4-connectors-cables.html/

http://www.bestecoshop.com/100w-12v-white-solar-panel-kit-with-corner-side-mounts-cable-entry-10-amp-dual-battery-controller-5m-extention-cables-branch-connectors.html

http://hargasolarcell.com/index.php?action=store.showCat&cat_id=29

http://www.solarcellsurya.com/jual-aki-baterai/

solar panel

http://tokosolarcellmurahsurabaya.blogspot.com/2012/12/toko-dan-agen-solar-cell-tenaga-surya.html

http://pricelist.co.id/pemasang/verdi-indriyanto-54e23af0b0b78e21145e6cda.html

http://solarindo.indonetwork.co.id/4029307/solar-controller-ephc-10.htm#_ga=1.197970348.2042692584.1424859881


dc to dc

http://id.aliexpress.com/item/DC-Step-Up-Adjustable-Voltage-Regulator-DC-10-32V-to-12-35V-10A-150W-Converter-Boost/550419254.html


http://id.aliexpress.com/item/Booster-12-24V-8-32V-to-9-46V-DC-Step-up-Voltage-Converter-150W-Notebook-Mobile/739805690.html

http://tokokomputer007.com/charger-adaptor-laptop-untuk-di-mobil/


http://www.bixnet.com/12vdcto19vdc.html

http://www.kaskus.co.id/thread/000000000000000013546611/jual-dc-dc-converter-banyak-tipe

wddm

https://msdn.microsoft.com/en-us/library/windows/hardware/dn932171(v=vs.85).aspx

other info

http://www.tomshardware.com/news/amd-dx12-asynchronous-shaders-gcn,28844.html

http://www.anandtech.com/show/9124/amd-dives-deep-on-asynchronous-shading

DX11.3

https://msdn.microsoft.com/en-us/library/windows/desktop/dn914596(v=vs.85).aspx

Xbox one digging

top DX12

Synchronization and Multi-Engine


Synchronization and Multi-Engine

https://msdn.microsoft.com/en-us/library/windows/desktop/dn899217(v=vs.85).aspx


Compatibility

Direct3D 11on12 interfaces


Direct3D 11on12 interfaces

https://msdn.microsoft.com/en-us/library/windows/desktop/dn913193(v=vs.85).aspx

D3D11CreateDeviceForD3D12 functio


D3D11CreateDeviceForD3D12 functio

https://msdn.microsoft.com/en-us/library/windows/desktop/dn859361(v=vs.85).aspx

Draw

D3D_DRIVER_TYPE enumeration


D3D_DRIVER_TYPE enumeration

https://msdn.microsoft.com/en-us/library/windows/desktop/ff476328(v=vs.85).aspx


D3D12_DRAW_INDEXED_ARGUMENTS structure


D3D12_DRAW_INDEXED_ARGUMENTS structure

https://msdn.microsoft.com/en-us/library/windows/desktop/dn903802(v=vs.85).aspx

D3D12_DRAW_ARGUMENTS structure


D3D12_DRAW_ARGUMENTS structure
https://msdn.microsoft.com/en-us/library/windows/desktop/dn903801(v=vs.85).aspx

D3D12_DISPATCH_ARGUMENTS structure

https://msdn.microsoft.com/en-us/library/windows/desktop/dn903800(v=vs.85).aspx

pdf of efficieny

http://dblp.uni-trier.de/pers/hd/p/Poulton:John_W=

http://www.cs.utexas.edu/~skeckler/pubs/SC_2014_Exascale.pdf

DX12 msdn

D3D12_FEATURE_DATA_ARCHITECTURE structure


D3D12_FEATURE_DATA_ARCHITECTURE structure

https://msdn.microsoft.com/en-us/library/windows/desktop/dn859384(v=vs.85).aspx

TileBasedRendererSpecifies whether the hardware and driver support a tile-based renderer. The runtime sets this member to TRUE if the hardware and driver support a tile-based renderer.
UMASpecifies whether the hardware and driver support UMA. The runtime sets this member toTRUE if the hardware and driver support UMA.
CacheCoherentUMASpecifies whether the hardware and driver support cache-coherent UMA. The runtime sets this member to TRUE if the hardware and driver support cache-coherent UMA.

D3D12_FEATURE_DATA_D3D12_OPTIONS structure


D3D12_FEATURE_DATA_D3D12_OPTIONS structure

https://msdn.microsoft.com/en-us/library/windows/desktop/dn770364(v=vs.85).aspx

D3D12_CROSS_NODE_SHARING_TIER enumeration


D3D12_CROSS_NODE_SHARING_TIER enumeration

X1 is at least tier 3

D3D12_CROSS_NODE_SHARING_NOT_SUPPORTED
If an adapter only has 1 node, then cross-node sharing doesn't apply, so the CrossNodeSharingTier member of the D3D12_FEATURE_DATA_D3D12_OPTIONS structure is set to D3D12_CROSS_NODE_SHARING_NOT_SUPPORTED.
D3D12_CROSS_NODE_SHARING_TIER_1_EMULATED
Tier 1 Emulated. Devices that set the CrossNodeSharingTier member of the D3D12_FEATURE_DATA_D3D12_OPTIONS structure to D3D12_CROSS_NODE_SHARING_TIER_1_EMULATED have Tier 1 support. However, drivers stage these copy operations through a driver-internal system memory allocation. This will cause these copy operations to consume time on the destination GPU as well as the source.
D3D12_CROSS_NODE_SHARING_TIER_1
Tier 1. Devices that set the CrossNodeSharingTier member of the D3D12_FEATURE_DATA_D3D12_OPTIONS structure to D3D12_CROSS_NODE_SHARING_TIER_1 only support the following cross-node copy operations:
ID3D12CommandList::CopyBufferRegion
ID3D12CommandList::CopyTextureRegion
ID3D12CommandList::CopyResource
Additionally, the cross-node resource must be the destination of the copy operation.
D3D12_CROSS_NODE_SHARING_TIER_2
Tier 2. Devices that set the CrossNodeSharingTier member of the D3D12_FEATURE_DATA_D3D12_OPTIONS structure to D3D12_CROSS_NODE_SHARING_TIER_2 support all operations across nodes, except for the following:
Render target views.
Depth stencil views.
UAV atomic operations. Similar to CPU/GPU interop, shaders may perform UAV atomic operations; however, no atomicity across adapters is guaranteed.
Applications can retrieve the node where a resource/heap exists from the D3D12_HEAP_DESC structure. These values are retrievable for opened resources. The runtime performs the appropriate re-mapping in case the 2 devices are using different UMD-specified node re-mappings.

ID3D12Device::CreateRenderTargetView method


ID3D12Device::CreateRenderTargetView method

https://msdn.microsoft.com/en-us/library/windows/desktop/dn788668(v=vs.85).aspx

ID3D12GraphicsCommandList::DrawIndexedInstanced method


D3D12GraphicsCommandList::DrawIndexedInstanced method

https://msdn.microsoft.com/en-us/library/windows/desktop/dn903874(v=vs.85).aspx

ID3D12GraphicsCommandList::DrawInstanced method


ID3D12GraphicsCommandList::DrawInstanced method

https://msdn.microsoft.com/en-us/library/windows/desktop/dn903877(v=vs.85).aspx

ID3D12GraphicsCommandList::ExecuteIndirect method


ID3D12GraphicsCommandList::ExecuteIndirect method

https://msdn.microsoft.com/en-us/library/windows/desktop/dn903884(v=vs.85).aspx

ID3D12GraphicsCommandList::Dispatch method

https://msdn.microsoft.com/en-us/library/windows/desktop/dn903871(v=vs.85).aspx

Indirect Drawing

https://msdn.microsoft.com/en-us/library/windows/desktop/dn903925(v=vs.85).aspx


The command type that will be used (from the ID3D12GraphicsCommandList methods DrawInstanced,DrawIndexedInstanced, or Dispatch).

ID3D12GraphicsCommandList interface

https://msdn.microsoft.com/en-us/library/windows/desktop/dn903537(v=vs.85).aspx


ID3D12Resource interface


ID3D12Resource interface
https://msdn.microsoft.com/en-us/library/windows/desktop/dn788709(v=vs.85).aspx


MethodDescriptionGetDescGets the resource description.

GetGPUVirtualAddressThis method returns the GPU virtual address of the resource.

GetHeapPropertiesRetrieves the properties of the resource heap.

MapGets a pointer to the specified data in the resource, and denies the GPU access to the subresource.
ReadFromSubresourceCopies data from a resource, often a texture.

UnmapUnmaps the specified range of memory and invalidates the pointer to the resource. Reinstates GPU access to the subresource.

WriteToSubresourceCopies data into a subresource, often a texture.

ID3D12Resource::GetGPUVirtualAddress method
ID3D12Device::GetAdapterLuid method


ID3D12Device::GetAdapterLuid method
https://msdn.microsoft.com/en-us/library/windows/desktop/dn914411(v=vs.85).aspx


Return valueType: LUID
The locally unique identifier for the adapter.
RemarksThis method returns a unique identifier for the adapter that is specific to the adapter hardware. Applications can use this identifier to define robust mappings across various APIs (Direct3D 12, DXGI).
A locally unique identifier (LUID) is a 64-bit value that is guaranteed to be unique only on the system on which it was generated. The uniqueness of a locally unique identifier (LUID) is guaranteed only until the system is restarted.

ID3D12Device::GetNodeCount method


ID3D12Device::GetNodeCount method
https://msdn.microsoft.com/en-us/library/windows/desktop/dn914412(v=vs.85).aspx


Return valueType: UINT
The number of physical adapters (nodes) that this device has.


ID3D12Device::CreateGraphicsPipelineState method

https://msdn.microsoft.com/en-us/library/windows/desktop/dn788663(v=vs.85).aspx

https://msdn.microsoft.com/en-us/library/windows/desktop/dn788663(v=vs.85).aspx


ParameterspDesc [in]Type: const D3D12_GRAPHICS_PIPELINE_STATE_DESC*
A pointer to a D3D12_GRAPHICS_PIPELINE_STATE_DESC structure that describes graphics pipeline state.
riidType: REFIID
The globally unique identifier (GUID) for the pipeline state interface (ID3D12PipelineState). The REFIID, or GUID, of the interface to the pipeline state can be obtained by using the __uuidof() macro. For example, __uuidof(ID3D12PipelineState) will get the GUID of the interface to a pipeline state.
ppPipelineState [out]Type: void**
A pointer to a memory block that receives a pointer to the ID3D12PipelineState interface for the pipeline state object. The pipeline state object is an immutable state object. It contains no methods.

D3D12_GRAPHICS_PIPELINE_STATE_DESC structure

https://msdn.microsoft.com/en-us/library/windows/desktop/dn770370(v=vs.85).aspx

D3D12_GRAPHICS_PIPELINE_STATE_DESC structure



typedef struct D3D12_GRAPHICS_PIPELINE_STATE_DESC { ID3D12RootSignature           *pRootSignature; D3D12_SHADER_BYTECODE         VS; D3D12_SHADER_BYTECODE         PS; D3D12_SHADER_BYTECODE         DS; D3D12_SHADER_BYTECODE         HS; D3D12_SHADER_BYTECODE         GS; D3D12_STREAM_OUTPUT_DESC      StreamOutput; D3D12_BLEND_DESC              BlendState; UINT                          SampleMask; D3D12_RASTERIZER_DESC         RasterizerState; D3D12_DEPTH_STENCIL_DESC      DepthStencilState; D3D12_INPUT_LAYOUT_DESC       InputLayout; D3D12_INDEX_BUFFER_PROPERTIES IndexBufferProperties; D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType; UINT                          NumRenderTargets; DXGI_FORMAT                   RTVFormats[8]; DXGI_FORMAT                   DSVFormat; DXGI_SAMPLE_DESC              SampleDesc; UINT                          NodeMask; D3D12_CACHED_PIPELINE_STATE   CachedPSO;} D3D12_GRAPHICS_PIPELINE_STATE_DESC;


ID3D12Device::CreateGraphicsPipelineState method

https://msdn.microsoft.com/en-us/library/windows/desktop/dn788663(v=vs.85).aspx


ParameterspDesc [in]Type: const D3D12_COMPUTE_PIPELINE_STATE_DESC*
A pointer to a D3D12_COMPUTE_PIPELINE_STATE_DESC structure that describes compute pipeline state.
riidType: REFIID
The globally unique identifier (GUID) for the pipeline state interface (ID3D12PipelineState). The REFIID, or GUID, of the interface to the pipeline state can be obtained by using the __uuidof() macro. For example, __uuidof(ID3D12PipelineState) will get the GUID of the interface to a pipeline state.
ppPipelineState [out]Type: void**
A pointer to a memory block that receives a pointer to the ID3D12PipelineState interface for the pipeline state object. The pipeline state object is an immutable state object. It contains no methods.
Return valueType: HRESULT
This method returns E_OUTOFMEMORY if there is insufficient memory to create the pipeline state object. See Direct3D 12 Return Codes for other possible return values.
Requirements

ID3D12PipelineState interface

https://msdn.microsoft.com/en-us/library/windows/desktop/dn788705(v=vs.85).aspx


RemarksUse ID3D12Device::CreateGraphicsPipelineState orID3D12Device::CreateComputePipelineState to create a pipeline state object.
A pipeline state object corresponds to a significant portion of the state of the graphics processing unit (GPU). This state includes all currently set shaders and certain fixed function state objects. The only way to change states contained within the pipeline object is to change the currently bound pipeline object.

ID3D12Device::CreateCommandList method

https://msdn.microsoft.com/en-us/library/windows/desktop/dn788656(v=vs.85).aspx


D3D12_COMMAND_LIST_TYPE enumeration

https://msdn.microsoft.com/en-us/library/windows/desktop/dn770348(v=vs.85).aspx



ConstantsD3D12_COMMAND_LIST_TYPE_DIRECT

Specifies a command buffer that the GPU can execute. A direct command list doesn't inherit any GPU state.

D3D12_COMMAND_LIST_TYPE_BUNDLE
Specifies a command buffer that can be executed only directly via a direct command list. A bundle command list inherits all GPU state (except for the currently set pipeline state object and primitive topology).

D3D12_COMMAND_LIST_TYPE_COMPUTE
Specifies a command buffer for computing.

D3D12_COMMAND_LIST_TYPE_COPY
Specifies a command buffer for copying (drawing).