![bef raster graphics format unified color technologies. bef raster graphics format unified color technologies.](https://venturebeat.com/wp-content/uploads/2018/10/SERP-with-Generated-Query.png)
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- #Bef raster graphics format unified color technologies. update#
- #Bef raster graphics format unified color technologies. full#
The functions used for encoding the color values are shown in Figure 2. There are multiple ways of storing HDR color data in a single 32bit value, Microsoft provides HLSL code for packing various formats into a single unsigned int value here, for this sample I’ve chosen to encode the data using the RGBE format where the RGB values have a shared common exponent a sample demonstrating programmable blending using this format can also be found here.
#Bef raster graphics format unified color technologies. full#
This sample now includes an example code path that supports HDR textures, the alpha component of any transparent objects is now stored as part of the same surface that stores the depth information, making use of a D24X8 format, this allows a full 32bits of data to be used for the color RGB component. This could frequently lead to visual artifacts if the transparent elements in the scene weren’t encoded in a suitable format to match the opaque sections. The original sample stored R8G8B8A8 color data in UAV structured buffer with depth information stored in a separate 32bit surface, a large number of games store their color data in other formats such as R10G10B10A2 or various floating point formats depending on bandwidth to allow for a much higher dynamic range of color that’s latter adjusted during post processing.
#Bef raster graphics format unified color technologies. update#
Update 2 is the change to support HDR texture data in the Order Independent buffer. MROVsSupported = (FeatureData.ROVsSupported != 0) If (SUCCEEDED(device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS2, &FeatureData, sizeof(FeatureData)))) If (SUCCEEDED(mpD3dDevice->QueryInterface(_uuidof(ID3D11Device3), (void**)&device))) ZeroMemory(&FeatureData, sizeof(FeatureData)) The following code was added to correctly detect if we were running on a DX11.3 capable device that supports the ROV feature D3D11_FEATURE_DATA_D3D11_OPTIONS2 FeatureData Update 1 is the change from using Intel’s Pixel Synchronization extension under DX11 to using Microsoft’s Raster Order Views which were introduced as part of DX12 and also supported using DX11.3. This is an update to the original sample from 2014, the update has two main changes compared to the previous code along with updating the samples to compile with the most recent versions of the Windows SDK and Microsoft Visual Studio*.