{"provider_name":"Hatena Blog","title":"DirectX11 \u9045\u5ef6\u30b3\u30f3\u30c6\u30ad\u30b9\u30c8 (DirectX11 deferred context)","image_url":null,"provider_url":"https://hatena.blog","blog_url":"https://hanecci.hatenadiary.org/","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20110313%2F1300013308\" title=\"DirectX11 \u9045\u5ef6\u30b3\u30f3\u30c6\u30ad\u30b9\u30c8 (DirectX11 deferred context) - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","version":"1.0","author_url":"https://blog.hatena.ne.jp/hanecci/","published":"2011-03-13 19:48:28","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","url":"https://hanecci.hatenadiary.org/entry/20110313/1300013308","width":"100%","type":"rich","height":"190","author_name":"hanecci","description":"DirectX11 \u306e\u9045\u5ef6\u30b3\u30f3\u30c6\u30ad\u30b9\u30c8\u306f\u30de\u30eb\u30c1\u30b9\u30ec\u30c3\u30c9\u306b\u3088\u3063\u3066 GPU \u306e\u30b3\u30de\u30f3\u30c9\u3092\u751f\u6210\u3059\u308b\u306e\u306b\u4f7f\u308f\u308c\u307e\u3059. MSDN \u306e\u30c9\u30ad\u30e5\u30e1\u30f3\u30c8\u306b\u66f8\u3044\u3066\u3042\u3063\u305f\u64ec\u4f3c\u30b3\u30fc\u30c9\u3092\u4ee5\u4e0b\u306b\u8f09\u305b\u3066\u304a\u304d\u307e\u3059.DirectX11 \"deferred context\" is used for generating GPU commands by multi-threading. The following pseudocode written at MSDN shows how to perform multiple-pass rendering. { ImmCtx->SetRenderTarget( pRTViewOfR\u2026","categories":[]}