{"id":3648,"date":"2015-11-16T00:21:35","date_gmt":"2015-11-16T00:21:35","guid":{"rendered":"http:\/\/anthroponaute.fr\/blog-informatique\/?p=3648"},"modified":"2015-11-16T17:49:09","modified_gmt":"2015-11-16T17:49:09","slug":"les-principales-etapes-de-rendu-de-directx-11","status":"publish","type":"post","link":"https:\/\/www.la-porte-des-nebuleuses.net\/blog-informatique\/?p=3648","title":{"rendered":"Les principales \u00e9tapes de rendu de DirectX 11"},"content":{"rendered":"<p><strong>Intro : <\/strong><\/p>\n<p>Les \u00e9tapes de la cha\u00eene de rendu de DirectX 11 sont les <strong>m\u00eames<\/strong> que celles de DirectX 10.1, sauf qu&rsquo;il y a \u00e9t\u00e9 <strong>ajout\u00e9<\/strong> le support des nouvelles fonctionnalit\u00e9s de <em>tessellation<\/em>.<\/p>\n<p><strong>Pr\u00e9requis : <\/strong><\/p>\n<p>&#8211; Conna\u00eetre les \u00e9tapes de la cha\u00eene de rendu de DirectX 10.1<\/p>\n<p><strong>Explications :<\/strong><\/p>\n<p>Voici un sch\u00e9ma qui les r\u00e9sume :<\/p>\n<p><a href=\"https:\/\/anthropoya.cluster014.ovh.net\/blog-informatique\/wp-content\/uploads\/2015\/11\/pipeline1.png\"><img decoding=\"async\" loading=\"lazy\" class=\"alignnone  wp-image-3651\" src=\"https:\/\/anthropoya.cluster014.ovh.net\/blog-informatique\/wp-content\/uploads\/2015\/11\/pipeline1.png\" alt=\"pipeline\" width=\"344\" height=\"558\" srcset=\"https:\/\/www.la-porte-des-nebuleuses.net\/blog-informatique\/wp-content\/uploads\/2015\/11\/pipeline1.png 411w, https:\/\/www.la-porte-des-nebuleuses.net\/blog-informatique\/wp-content\/uploads\/2015\/11\/pipeline1-185x300.png 185w\" sizes=\"(max-width: 344px) 100vw, 344px\" \/><\/a><\/p>\n<p>Seuls les \u00e9tapes Hull Shader et Domain Shader sont <strong>programmables <\/strong>; l&rsquo;\u00e9tape Tessellator est rigidement fix\u00e9e par le GPU.<\/p>\n<p><span style=\"text-decoration: underline;\">\u00c9tape Hull Shader :<\/span><\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"text-decoration: underline;\">\u00c9tape Tessellator Shader :<\/span><\/p>\n<p>Une \u00e9tape de la cha\u00eene du rendu graphique non-programmable qui s&rsquo;occupe de subdiviser un \u00ab\u00a0<em>domain<\/em>\u00a0\u00bb (un une face, un triangle, une ligne) en morceaux plus petits.<\/p>\n<p><span style=\"text-decoration: underline;\">\u00c9tape Domain Shader :<\/span><\/p>\n<p>Un programme shader qui calcule la position du vertex d&rsquo;un point subdivis\u00e9 par \u00ab\u00a0<em>l&rsquo;output patc<\/em>h\u00a0\u00bb.<\/p>\n<p><strong>R\u00e9sum\u00e9 :<\/strong><\/p>\n<p>Nous avons pr\u00e9sent\u00e9 les nouvelles \u00e9tapes de la \u00ab\u00a0pipeline\u00a0\u00bb du rendu graphique de DirectX 11 concernant la <em>tessellation<\/em>.<\/p>\n<p><strong>R\u00e9f\u00e9rences :<\/strong><\/p>\n<p>&#8211; DirectX SDK 2010<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Intro : Les \u00e9tapes de la cha\u00eene de rendu de DirectX 11 sont les m\u00eames que celles de DirectX 10.1, sauf qu&rsquo;il y a \u00e9t\u00e9 ajout\u00e9 le support des nouvelles fonctionnalit\u00e9s de tessellation. Pr\u00e9requis : &#8211; Conna\u00eetre les \u00e9tapes de la cha\u00eene de rendu de DirectX 10.1 Explications : Voici un sch\u00e9ma qui les r\u00e9sume [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[7],"tags":[],"_links":{"self":[{"href":"https:\/\/www.la-porte-des-nebuleuses.net\/blog-informatique\/index.php?rest_route=\/wp\/v2\/posts\/3648"}],"collection":[{"href":"https:\/\/www.la-porte-des-nebuleuses.net\/blog-informatique\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.la-porte-des-nebuleuses.net\/blog-informatique\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.la-porte-des-nebuleuses.net\/blog-informatique\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.la-porte-des-nebuleuses.net\/blog-informatique\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=3648"}],"version-history":[{"count":22,"href":"https:\/\/www.la-porte-des-nebuleuses.net\/blog-informatique\/index.php?rest_route=\/wp\/v2\/posts\/3648\/revisions"}],"predecessor-version":[{"id":3694,"href":"https:\/\/www.la-porte-des-nebuleuses.net\/blog-informatique\/index.php?rest_route=\/wp\/v2\/posts\/3648\/revisions\/3694"}],"wp:attachment":[{"href":"https:\/\/www.la-porte-des-nebuleuses.net\/blog-informatique\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=3648"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.la-porte-des-nebuleuses.net\/blog-informatique\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=3648"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.la-porte-des-nebuleuses.net\/blog-informatique\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=3648"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}