Microsoft Developer Tour msdevtour ru Microsoft Developer Tour

  • Slides: 34
Download presentation
Microsoft Developer Tour Технологическая экспедиция msdevtour. ru

Microsoft Developer Tour Технологическая экспедиция msdevtour. ru

Microsoft Developer Tour Технологическая экспедиция #msdevtour

Microsoft Developer Tour Технологическая экспедиция #msdevtour

Async Everywhere IAsync. Operation int return //длинная операция return IAsync. Operation<String^>^ return String //длинная

Async Everywhere IAsync. Operation int return //длинная операция return IAsync. Operation<String^>^ return String //длинная операция return ref new String "What do you get if you multiply six by nine? "

Пример взаимодействия с диспетчером auto this //окно через Core. Window: : Get. For. Current.

Пример взаимодействия с диспетчером auto this //окно через Core. Window: : Get. For. Current. Thread ref new this nullptr

Direct. X

Direct. X

Уровень Direct. X 11 • • • Vertex shaders Pixel shaders 8 Textures 4

Уровень Direct. X 11 • • • Vertex shaders Pixel shaders 8 Textures 4 Render Targets Cube maps Volume textures Anisotropic filtering Antialiasing HDR rendering Texture compression Geometry shaders Stream out 128 Textures per shader 8 Render Targets Integers in shaders Vertex textures Shader sampling Constant buffers Alpha-to-coverage Basic Direct. Compute Async resource creation Full Direct. Compute Random access writes Tessellation shaders New compression formats Shader linkage

Уровень Direct. X 10 • • • Vertex shaders Pixel shaders 8 Textures 4

Уровень Direct. X 10 • • • Vertex shaders Pixel shaders 8 Textures 4 Render Targets Cube maps Volume textures Anisotropic filtering Antialiasing HDR rendering Texture compression Geometry shaders Stream out 128 Textures per shader 8 Render Targets Integers in shaders Vertex textures Shader sampling Constant buffers Alpha-to-coverage Basic Direct. Compute Async resource creation

Уровень Direct. X 9 • • • Vertex shaders Pixel shaders 8 Textures 4

Уровень Direct. X 9 • • • Vertex shaders Pixel shaders 8 Textures 4 Render Targets Cube maps Volume textures Anisotropic filtering Antialiasing HDR rendering Texture compression

Windows Phone Apps Graphics Profiler Graphics Frame Analysis

Windows Phone Apps Graphics Profiler Graphics Frame Analysis

#include "DXProgrammable. Capture. h" // Included in Windows SDK IDXGraphics. Analysis* p. APICapture =

#include "DXProgrammable. Capture. h" // Included in Windows SDK IDXGraphics. Analysis* p. APICapture = NULL; DXGIGet. Debug. Interface 1(0, __uuidof(p. APICapture), reinterpret_cast<void**>(&p. APICapture)); p. APICapture->Begin. Capture(); . . . m_renderer->Render(); m_renderer->Present(); . . . p. APICapture->End. Capture(); // Optional: Automatically capture with Present() call. p. APICapture->Release();

http: //aka. ms/vs 3 dkit

http: //aka. ms/vs 3 dkit

https: //directxtk. codeplex. com/

https: //directxtk. codeplex. com/

Контакты Дмитрий Андреев {Microsoft Russia, DX} Dmitry. Andreev@microsoft. com; @dmandreev;

Контакты Дмитрий Андреев {Microsoft Russia, DX} Dmitry. Andreev@microsoft. com; @dmandreev;

© 2014 Microsoft Corporation. All rights reserved. Microsoft, Windows Vista and other product names

© 2014 Microsoft Corporation. All rights reserved. Microsoft, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U. S. and/or other countries. The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.