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https://msdn.microsoft.com/en-us/library/windows/hardware/dn932171(v=vs.85).aspx
http://www.tomshardware.com/news/amd-dx12-asynchronous-shaders-gcn,28844.html
http://www.anandtech.com/show/9124/amd-dives-deep-on-asynchronous-shading
https://msdn.microsoft.com/en-us/library/windows/desktop/dn914596(v=vs.85).aspx
Synchronization and Multi-Engine
https://msdn.microsoft.com/en-us/library/windows/desktop/dn899217(v=vs.85).aspx
Direct3D 11on12 interfaces
https://msdn.microsoft.com/en-us/library/windows/desktop/dn913193(v=vs.85).aspx
D3D11CreateDeviceForD3D12 functio
https://msdn.microsoft.com/en-us/library/windows/desktop/dn859361(v=vs.85).aspx
D3D_DRIVER_TYPE enumeration
https://msdn.microsoft.com/en-us/library/windows/desktop/ff476328(v=vs.85).aspx
D3D12_DRAW_INDEXED_ARGUMENTS structure
https://msdn.microsoft.com/en-us/library/windows/desktop/dn903802(v=vs.85).aspx
D3D12_DRAW_ARGUMENTS structure
https://msdn.microsoft.com/en-us/library/windows/desktop/dn903801(v=vs.85).aspx
https://msdn.microsoft.com/en-us/library/windows/desktop/dn903800(v=vs.85).aspx
http://dblp.uni-trier.de/pers/hd/p/Poulton:John_W=
http://www.cs.utexas.edu/~skeckler/pubs/SC_2014_Exascale.pdf
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
https://msdn.microsoft.com/en-us/library/windows/desktop/dn770364(v=vs.85).aspx
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
https://msdn.microsoft.com/en-us/library/windows/desktop/dn788668(v=vs.85).aspx
D3D12GraphicsCommandList::DrawIndexedInstanced method
https://msdn.microsoft.com/en-us/library/windows/desktop/dn903874(v=vs.85).aspx
ID3D12GraphicsCommandList::DrawInstanced method
https://msdn.microsoft.com/en-us/library/windows/desktop/dn903877(v=vs.85).aspx
ID3D12GraphicsCommandList::ExecuteIndirect method
https://msdn.microsoft.com/en-us/library/windows/desktop/dn903884(v=vs.85).aspx
https://msdn.microsoft.com/en-us/library/windows/desktop/dn903871(v=vs.85).aspx
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).
https://msdn.microsoft.com/en-us/library/windows/desktop/dn903537(v=vs.85).aspx
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.
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
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.
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;
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
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.
https://msdn.microsoft.com/en-us/library/windows/desktop/dn788656(v=vs.85).aspx
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).