3 ms·
It does look quite similar to how pixel rendering was configured in OpenGL 1.x or Direct3D up to D3D7 (you basically had a set of hardwired pixel operations whi
by flohofwoe 2y ago
It does look quite similar to how pixel rendering was configured in OpenGL 1.x or Direct3D up to D3D7 (you basically had a set of hardwired pixel operations which you could stack and combine via API calls).
Funny enough, the new work graph stuff in D3D12 is also configured in a similar way (by essentially building an AST-like tree of operations via API calls).
We really came around full circle ;)