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https://github.com/vinjn/awesome-d3d12

Awesome D3D12 ecosystem
https://github.com/vinjn/awesome-d3d12

List: awesome-d3d12

amd d3d12 direct3d directx microsoft nvidia

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Awesome D3D12 ecosystem

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# awesome-d3d12
Awesome D3D12 ecosystem

# Microsoft

### Documents
* [Direct3D 12 Programming Guide](https://msdn.microsoft.com/en-us/library/windows/desktop/dn899121(v=vs.85).aspx)
* [Direct3D 12 Reference](https://msdn.microsoft.com/en-us/library/windows/desktop/dn770458(v=vs.85).aspx)
* [Direct3D 12 Glossary](https://msdn.microsoft.com/en-us/library/windows/desktop/dn899119(v=vs.85).aspx)
* [bind-more / bind-less resource binding in dx12](https://onedrive.live.com/view.aspx?cid=a4b88088c01d9e9a&page=view&resid=A4B88088C01D9E9A!160&parId=A4B88088C01D9E9A!106&app=PowerPoint)
* [Chuck Walbourn's blog on DirectX SDK](https://blogs.msdn.microsoft.com/chuckw/)
* [Better Power, Better Performance: Your Game on DirectX12 (GDC 2015)](https://channel9.msdn.com/Events/GDC/GDC-2015/Better-Power-Better-Performance-Your-Game-on-DirectX12)
* [Advanced DirectX12 Graphics and Performance (GDC 2015/BUILD 2015)](https://channel9.msdn.com/Events/GDC/GDC-2015/Advanced-DirectX12-Graphics-and-Performance)
* [Direct3D Update: (GDC 2016)](https://channel9.msdn.com/Events/GDC/GDC-2015/Advanced-DirectX12-Graphics-and-Performance)
* [DirectCompute in DirectX 12](http://on-demand.gputechconf.com/gtc/2015/presentation/S5561-Chas-Boyd.pdf) - Chas. Boyd

### Videos
* [Microsoft DirectX 12 and Graphics Education videos](https://www.youtube.com/channel/UCiaX2B8XiXR70jaN7NK-FpA)

### Samples
* [DirectX-Graphics-Samples](https://github.com/Microsoft/DirectX-Graphics-Samples) - samples that demonstrate how to build graphics intensive applications on Windows [MIT]
* [DirectXTK12](https://github.com/Microsoft/DirectXTK12) - DirectX 12 Tool Kit [MIT]
* [DirectXTex](https://github.com/Microsoft/DirectXTex) - texture processing library [MIT]
* [DirectXMesh](https://github.com/Microsoft/DirectXMesh) - geometry processing library [MIT]
* [Xbox-ATG-Samples](https://github.com/Microsoft/Xbox-ATG-Samples) - Samples published by the Xbox Advanced Technology Group [[LICENSE](https://opensource.microsoft.com/codeofconduct/)]

# NVIDIA

### Documents
* [Topics on developer blog](https://developer.nvidia.com/taxonomy/term/278)
* [DX12 Do's And Don'ts](https://developer.nvidia.com/dx12-dos-and-donts)
* [Advanced Rendering with DirectX 11 and DirectX 12](http://developer.download.nvidia.com/gameworks/events/GDC2016/AdvancedRenderingwithDirectX11andDirectX12.pdf) - Holger Gruen
* [Practical DirectX 12 – Programming Model and Hardware Capabilities](http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/Practical_DX12_Programming_Model_and_Hardware_Capabilities.pdf) - Gareth Thomas (AMD), Alex Dunn (NVIDIA)

### Samples
* [Falcor](https://github.com/nvidiagameworks/falcor) - real-time rendering framework supporting DirectX 12 and Vulkan. It aims to improve productivity of research and prototype projects. [[LICENSE](https://github.com/NVIDIAGameWorks/Falcor/blob/master/LICENSE.md)]

# AMD

### Documents
* [Topics on GPUOpen](http://gpuopen.com/tag/dx12/)
* [Root signature & descriptor sets](http://gpuopen.com/performance-root-signature-descriptor-sets/)
* [Leveraging asynchronous queues for concurrent execution](http://gpuopen.com/concurrent-execution-asynchronous-queues/)
* [Direct3D12 and the Future of Graphics APIs](http://www.slideshare.net/DevCentralAMD/d3-d12-and-the-future-of-graphics-apis-by-dave-oldcorn) - Dave Oldcorn
* [Right on Queue: Advanced DirectX 12 Programming](http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/GDC_2016_D3D12_Right_On_Queue_final.pdf) - Stephan Hodes (AMD), Dave Oldcorn (AMD), Dan Baker (Oxide)
* [D3D12 & Vulkan: Lessons Learned](http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/d3d12_vulkan_lessons_learned.pdf) – Matthaeus Chajdas (AMD)
* [Getting The Best Out Of D3D12](http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Getting-the-best-out-of-D3D12.ppsx) - Evan Hart, Principal Engineer (NVIDIA), Dave Oldcorn, D3D12 Technical Lead (AMD)
* [D3D12 A new meaning for efficiency and performance](http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/D3D12-A-new-meaning-for-efficiency-and-performance.ppsx)

### Samples
* [HelloD3D12](https://github.com/GPUOpen-LibrariesAndSDKs/HelloD3D12) - HelloD3D12 is a small, introductory Direct3D 12 sample, which shows how to set up a window and render a textured quad complete with proper uploading handling, multiple frames queued, and constant buffers. [MIT]
* [Barycentrics12](https://github.com/GPUOpen-LibrariesAndSDKs/Barycentrics12) - Barycentrics D3D12 GCN Shader Extension Sample [MIT]
* [nBodyD3D12](https://github.com/GPUOpen-LibrariesAndSDKs/nBodyD3D12/tree/master/Samples/D3D12nBodyGravity) - This is a slightly modified version of the Microsoft D3D12nBodyGravity sample [MIT]

# Intel

### Documents

* [Topics](https://software.intel.com/en-us/search/site/field_tags/directx-12-78134)
* [Efficient Rendering with DirectX 12 on Intel Graphics](https://software.intel.com/sites/default/files/managed/4a/38/Efficient-Rendering-with-DirectX-12-on-Intel-Graphics.pdf)
* [Performance Considerations for Resource Binding in Microsoft DirectX 12](https://software.intel.com/en-us/articles/performance-considerations-for-resource-binding-in-microsoft-directx-12) - Wolfgang Engel (CEO of Confetti)

### Samples
* [asteroids_d3d12](https://github.com/GameTechDev/asteroids_d3d12) - Asteroids DirectX 12 Sample
* [FlipModelD3D12](https://github.com/GameTechDev/FlipModelD3D12) - Interactive visualization for understanding swap chains in D3D12
* [DX12-Multi-Adapter](https://github.com/GameTechDev/DX12-Multi-Adapter) - DirectX 12 Explicit Multi-adapter Sample

# Misc

### Raytracing
* [NVIDIA's early DXR samples](https://github.com/NVIDIAGameWorks/DxrTutorials)
* [GettingStartedWithRTXRayTracing](https://github.com/NVIDIAGameWorks/GettingStartedWithRTXRayTracing) - Chris Wyman's SIGGRAPH 2018 Course "Introduction to DirectX Raytracing"
* [Microsoft's D3D12 Raytracing Samples](https://github.com/Microsoft/DirectX-Graphics-Samples/tree/master/Samples/Desktop/D3D12Raytracing)

### Documents
* [D3D12QuickRef](https://github.com/alessiot89/D3D12QuickRef) - Direct3D 12.0 quick reference guide
* [Rendering Hitman with DirectX12](http://twvideo01.ubm-us.net/o1/vault/gdc2016/Presentations/meyer_jonas_rendering_hitman_with.pdf) - Jonas Meyer (IO Interactive)
* [Object Space Rendering in DirectX 12](http://oxidegames.com/wp-content/uploads/2016/03/Object-Space-Lighting-Rev-21.pptx) – Dan Baker (Oxide Games)

### Samples

* [Sample code for the book "Introduction to 3D Game Programming with DirectX 12"](https://github.com/d3dcoder/d3d12book)
* [Bindless deferred texturing using D3D12](https://github.com/TheRealMJP/DeferredTexturing)
* [HelloD3D12](https://github.com/shobomaru/HelloD3D12) - comprehensive samples by @shobomaru
* [tinyrenderers](https://github.com/chaoticbob/tinyrenderers) - Single header implemenations of Vulkan and D3D12 renderers.
* [PipelineSet](https://github.com/nlguillemot/PipelineSet) - D3D12 Root Signature/Pipeline State Object live-reloading.
* [OverlappedExecution](https://github.com/TheRealMJP/OverlappedExecution) - visualize how draw and dispatch calls execute on the GPU [MIT]
* [DeferredTexturing](https://github.com/TheRealMJP/DeferredTexturing) - demonstrates bindless deferred texturing using D3D12 [MIT]