- #The game requires at least shader model 3.0 how to
- #The game requires at least shader model 3.0 driver
- #The game requires at least shader model 3.0 upgrade
- #The game requires at least shader model 3.0 Pc
For these resources, the graphics programmer must decide how those buffer resources are created. In this lesson, several buffer resources are required to render the scene. In this case, the graphics programmer has no control over how and where the resource is created. The creation of the texture resource for the swap chain is hidden in the IDXGIFactory2::CreateSwapChainForHwnd method. In the first lesson a swap chain is created which internally contains one or more texture resources that are used to present the final rendered image to the screen. More complex uses of the root signature will be described in a later lesson.Īt the end of this lesson you should have a better understanding of the following concepts: In this lesson, a very simple root signature is created that uses a constant buffer parameter to rotate a cube in the scene. Texture samplers (an object that determines how the texels in a texture are sampled and filtered) are also defined in the root signature. Examples of parameters that are passed to the programmable shader stages are constant buffers, (read-write) textures, and (read-write) buffers. A root signature describes the parameters that are passed to the various programmable shader stages of the rendering pipeline. A few properties of the rendering pipeline (such as viewport and scissor rectangle) require additional API calls but most of the configuration of the rendering pipeline is controlled by the PSO.Īnother new concept in DirectX 12 is the root signature. The PSO combines parts of the input assembly ( IA), vertex shader ( VS), hull shader ( HS), domain shader ( DS), geometry shader ( GS), stream output ( SO), rasterizer stage ( RS), pixel shader ( PS), and output merger ( OM) stages of the rendering pipeline. In order to provide better state management in DirectX 12, the pipeline state object ( PSO) is used to describe the various stages of the rendering (and compute) pipeline. The ID3D12Heap interface allows for various memory mapping techniques to be implemented which may be used to optimize GPU memory utilization. In DirectX 12 the only interface used to describe a resource is the ID3D12Resource interface.ĭirectX 12 also provides more control over the way the resource is stored in GPU memory. For example, a buffer and a texture (1D, 2D, and 3D) each had an interface to describe the resource type. In previous versions of the DirectX API, there were different interfaces depending on the resource type.
One such concept is resource usage in DirectX 12. It is important to understand a few new concepts when working with DirectX 12. If not, please take the time to read the first lesson before reading this one. This lesson assumes you have read and understand the concepts presented in the previous lesson. Texturing and lighting is the subject of a later lesson.
#The game requires at least shader model 3.0 how to
In this lesson, you learn how to render a simple cube primitive.
At the end of the previous lesson, you had a DirectX 12 application that performed a screen clear but nothing was rendered to the screen. You also learned how to synchronize the CPU and GPU operations in order to correctly implement N-buffered rendering. In the previous lesson you learned how to initialize a DirectX 12 application.
#The game requires at least shader model 3.0 upgrade
I would say this much: If you were to upgrade your GPU, you could always take that out of the old computer, and put it into the new one when you upgrade.
#The game requires at least shader model 3.0 Pc
In regards to holding off on a video card until you get a new PC, it is entirely up to you when to upgrade your PC / Video Card. Specs for the GTX 260 can be found here, among other places. To be clear: that card supports DirectX 10 hardware features only. In your case the card supports DirectX 11 Feature Level 10.0, meaning that the card will only function if the game uses only DirectX 10.0 and lower features.
#The game requires at least shader model 3.0 driver
DirectX 11 and 12 have what is known as "feature levels" where they indicate that the driver supports being spoken to using the DirectX 11/12 API, but then can specify what DirectX version "hardware" features are fully supported by the card.