Graphics Reference
In-Depth Information
7 .7 Conclusion
With an API architecture specifically designed to allow multithreaded programming, there
is a very rich set of possible performance-improving techniques available to the developer.
In addition to simplifying some portions of an application, such as resource loading during
startup, there is also great potential for parallelizing the rendering sequence API calls to
minimize the cost of submitting work to the GPU. In addition, as the number of available
CPU cores continues to increase, it is quite likely that the rest of an application framework
will become multithreaded. This trend applies pressure on the rendering framework to fit
into such a processing system, which provides even further incentive to build support for
multithreading into a Direct3D 11-based renderer.
We can also consider these additional features in a higher-level view, as well. By di-
rectly supporting multithreading, Direct3D 11 essentially allows developers to break down
the sequential rendering processes that have been used for many generations of D3D. From
a design perspective, you can now logically think of a frame as being a collection of tasks
and dependencies, rather than as a monolithic sequence of events.
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