Microsoft Basic Display Driver – Windows drivers | Microsoft Docs

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In Windows 8, The Microsoft Basic Display Driver (MSBDD) is the in-box display driver that replaces the XDDM VGA Save and VGA PnP drivers. Update the device driver · In the search box on the taskbar, enter device manager, then select Device Manager. · Select a category to see names of devices, then.
 
 

 

Microsoft Basic Display-adapter Drivers Download for Free | Driver Talent

 

Upgrade to Microsoft Edge to take advantage of the latest features, security updates, and technical support. To see features added in previous versions of WDDM 2. X versions. Mesh shaders are a means of increasing the flexibility and performance of Direct3D 12’s graphics pipeline when using rasterization. They act as a new replacement for the input assembler — in particular, vertex and geometry shader stages — replacing some of the input assembler’s fixed-function behavior with flexible-function behavior.

With mesh shaders, applications can apply culling earlier, and therefore more efficiently, than the input assembler. Primitives can be culled without having their index data processed by the GPU, which is highly beneficial as we see the primitive counts of 3D applications getting higher and higher over time.

In the case that there is a pixel shader attached, the primitives output from a mesh shader will feed directly into the pixel shader stage. The mesh shader feature introduces the mesh shader stage along with a new stage: the amplification shader. Amplifications shaders replace the GPU tessellation stage. Applications set up their amplification shader to invoke a mesh shader some number of times as needed.

Amplification shaders are an optional step which allow an application to dynamically control levels of geometric detail. The mesh shader feature involves new shading language constructs as well as UMD changes. WDDM 2. It gives the developer flexibility and some convenience in all those cases where shaders using DXR 1.

Inline raytracing is available in any shader stage, including compute shaders, pixel shaders, and so forth. This is being mentioned here as something available with WDDM 2. This could be useful for applications that seek to cull, sort, or adjust raytracing work and they use shaders for doing that.

The overhead of creating pipeline state to account for different shader combinations is one of those difficult problems in 3D computer graphics. DXR 1. AddToStateObject , as it is exposed in the API, allows applications to add shaders to an existing state object with CPU overhead proportional only to what is being added.

Sampler Feedback is a Direct3D 12 feature for capturing and recording texture sampling information and locations. Without sampler feedback, these details would be opaque to the developer. This feature gives applications the ability to not just know what mip was sampled, but to know where on those mips. Applications might be interested in sampling information, for example, to:. Feedback of sample operations is written to a “feedback map” which acts as a kind of opaque resource which must be transcoded to get application-inspectable information out.

The semantics are very similar to the semantics for Texture2D’s Sample and its variants. While sampler feedback makes good use of new shading language constructs, it also involves UMD changes. For background, protected resources existed before WDDM 2. Support for protected resources is not reported by the driver as a global thing; it’s on a per-operation basis.

If a driver reports supporting protected resources for a particular operation, that means that operation can read and write protected resources and supports cross-API sharing if the resource type allows for it. Another thing worth mentioning is that if a driver claims protected resource support for a particular format, it must support that format as a non-protected resource too.

With WDDM 2. Drivers are given this parameter at object-creation time to inform setup and allocations. Further, the memory budget checks are revised to indicate whether or not the operation will use protected resources. When the protected-resource-session parameter is non-NULL, this indicates that the operation will write to protected resources. To write to an unprotected resource, the operation object must be recreated. Decoder and motion estimation references must be protected resources when the output is a protected resource.

Video processing may read from a combination of protected and unprotected resources when writing to a protected resource. With this change, a single command buffer submission can contain work corresponding to multiple command lists rather than just single command lists at a time. This change allows GPU debugging tools to more accurately report applications’ performance characteristics.

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