Xbox one digging

DX12 msdn

ID3D12Device::CreateCommandList method

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

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D3D12_COMMAND_LIST_TYPE enumeration

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https://msdn.microsoft.com/en-us/library/windows/desktop/dn770348(v=vs.85).aspxConstantsD3D12_COMMAND_LIST_TYPE_DIRECTSpecifies a command buffer that the GPU can execute. A direct command list doesn't inherit any GPU state.D3D12_COMMAND_LIST_TYPE_BUNDLESpecifies 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_COMPUTESpecifies a command buffer for computing.D3D12_COMMAND_LIST_TYPE_COPYSpecifies a command buffer for copying (drawing).

ID3D12PipelineState interface

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

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https://msdn.microsoft.com/en-us/library/windows/desktop/dn788663(v=vs.85).aspxParameterspDesc [in]Type: const D3D12_COMPUTE_PIPELINE_STATE_DESC*A pointer to a D3D12_COMPUTE_PIPELINE_STATE_DESC structure that describes compute pipeline state.riidType: REFIIDThe 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: HRESULTThis 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

ID3D12Device::CreateGraphicsPipelineState method

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ID3D12Device::CreateGraphicsPipelineState methodhttps://msdn.microsoft.com/en-us/library/windows/desktop/dn788663(v=vs.85).aspxhttps://msdn.microsoft.com/en-us/library/windows/desktop/dn788663(v=vs.85).aspxParameterspDesc [in]Type: const D3D12_GRAPHICS_PIPELINE_STATE_DESC*A pointer to a D3D12_GRAPHICS_PIPELINE_STATE_DESC structure that describes graphics pipeline state.riidType: REFIIDThe 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

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https://msdn.microsoft.com/en-us/library/windows/desktop/dn770370(v=vs.85).aspxD3D12_GRAPHICS_PIPELINE_STATE_DESC structuretypedef 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::GetNodeCount method

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ID3D12Device::GetNodeCount methodhttps://msdn.microsoft.com/en-us/library/windows/desktop/dn914412(v=vs.85).aspxReturn valueType: UINTThe number of physical adapters (nodes) that this device has.

ID3D12Device::GetAdapterLuid method

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ID3D12Device::GetAdapterLuid methodhttps://msdn.microsoft.com/en-us/library/windows/desktop/dn914411(v=vs.85).aspxReturn valueType: LUIDThe 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.

ID3D12Resource interface

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

ID3D12GraphicsCommandList interface

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

Indirect Drawing

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https://msdn.microsoft.com/en-us/library/windows/desktop/dn903925(v=vs.85).aspxThe command type that will be used (from the ID3D12GraphicsCommandList methods DrawInstanced,DrawIndexedInstanced, or Dispatch).

ID3D12GraphicsCommandList::Dispatch method

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

ID3D12GraphicsCommandList::ExecuteIndirect method

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ID3D12GraphicsCommandList::ExecuteIndirect methodhttps://msdn.microsoft.com/en-us/library/windows/desktop/dn903884(v=vs.85).aspx

ID3D12GraphicsCommandList::DrawInstanced method

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ID3D12GraphicsCommandList::DrawInstanced methodhttps://msdn.microsoft.com/en-us/library/windows/desktop/dn903877(v=vs.85).aspx

ID3D12GraphicsCommandList::DrawIndexedInstanced method

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D3D12GraphicsCommandList::DrawIndexedInstanced methodhttps://msdn.microsoft.com/en-us/library/windows/desktop/dn903874(v=vs.85).aspx

ID3D12Device::CreateRenderTargetView method

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ID3D12Device::CreateRenderTargetView methodhttps://msdn.microsoft.com/en-us/library/windows/desktop/dn788668(v=vs.85).aspx

D3D12_CROSS_NODE_SHARING_TIER enumeration

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D3D12_CROSS_NODE_SHARING_TIER enumerationX1 is at least tier 3D3D12_CROSS_NODE_SHARING_NOT_SUPPORTEDIf 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_EMULATEDTier 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_1Tier 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::CopyBufferRegionID3D12CommandList::CopyTextureRegionID3D12CommandList::CopyResourceAdditionally, the cross-node resource must be the destination of the copy operation.D3D12_CROSS_NODE_SHARING_TIER_2Tier 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.

D3D12_FEATURE_DATA_D3D12_OPTIONS structure

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D3D12_FEATURE_DATA_D3D12_OPTIONS structurehttps://msdn.microsoft.com/en-us/library/windows/desktop/dn770364(v=vs.85).aspx

D3D12_FEATURE_DATA_ARCHITECTURE structure

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D3D12_FEATURE_DATA_ARCHITECTURE structurehttps://msdn.microsoft.com/en-us/library/windows/desktop/dn859384(v=vs.85).aspxTileBasedRendererSpecifies 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.

pdf of efficieny

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http://dblp.uni-trier.de/pers/hd/p/Poulton:John_W=http://www.cs.utexas.edu/~skeckler/pubs/SC_2014_Exascale.pdf

Draw

D3D12_DISPATCH_ARGUMENTS structure

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

D3D12_DRAW_ARGUMENTS structure

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

D3D12_DRAW_INDEXED_ARGUMENTS structure

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D3D12_DRAW_INDEXED_ARGUMENTS structurehttps://msdn.microsoft.com/en-us/library/windows/desktop/dn903802(v=vs.85).aspx

D3D_DRIVER_TYPE enumeration

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D3D_DRIVER_TYPE enumerationhttps://msdn.microsoft.com/en-us/library/windows/desktop/ff476328(v=vs.85).aspx

Compatibility

D3D11CreateDeviceForD3D12 functio

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D3D11CreateDeviceForD3D12 functiohttps://msdn.microsoft.com/en-us/library/windows/desktop/dn859361(v=vs.85).aspx

Direct3D 11on12 interfaces

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Direct3D 11on12 interfaceshttps://msdn.microsoft.com/en-us/library/windows/desktop/dn913193(v=vs.85).aspx

top DX12

Synchronization and Multi-Engine

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

DX11.3

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

other info

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http://www.tomshardware.com/news/amd-dx12-asynchronous-shaders-gcn,28844.htmlhttp://www.anandtech.com/show/9124/amd-dives-deep-on-asynchronous-shading

wddm

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

Solar data

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dc to dc

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solar panel

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Xbox John sell link

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