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A Detailed Overview of Xbox 360 Direct3D Synchronization and Multithreading |
Presentation from GameFest 2008
Resource locking, front buffer swapping, queries, fences, predicated tiling, direct access to GPU state… Direct3D for Xbox 360 includes a lot of mechanisms that involve, enable, or enhance the communication between the multiple CPU cores and the GPU. This presentation provides a brief overview of previously existing primitives, a detailed overview of recently introduced primitives, as well as an examination of the various interactions between them. The goal of the presentation is to provide the audience with a deeper understanding of the inner workings of Direct3D for Xbox 360 and discuss common scenarios, enabling them to keep the GPU running at full steam and make efficient use of the power of multiple CPU cores for graphics rendering.
Files
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Status: DeletedThis download is no longer available on microsoft.com. The downloads below are archives provided by the Internet Archive Wayback Machine from the Microsoft Download Center prior to April 2013. |
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System Requirements
Operating Systems: Windows Vista
Supported operating systems: Windows Vista
Powerpoint, WMA Audio
Installation Instructions
Powerpoint presentation and WMA audio