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DX12

DirectX 12 (DX12) is a low-level graphics API from Microsoft for Windows and Xbox platforms. Released with Windows 10 in 2015, it marks a shift from the older DirectX 11 driver model by giving developers explicit control over GPU resources, memory lifetimes, and synchronization. The design aims to reduce CPU overhead and improve scaling across multi-core CPUs, enabling higher rendering throughput on modern GPUs.

Core concepts include command lists and queues for parallel command generation, pipeline state objects to encapsulate

DX12 supports a range of advanced features, including real-time ray tracing via DirectX Raytracing (DXR), variable-rate

Platform availability covers Windows 10 and later, Windows 11, and Xbox One and Series X/S, with ongoing

DX12 has become the foundation of many contemporary PC and console graphics pipelines, emphasizing performance and

rendering
state,
and
descriptor
heaps
and
tables
for
resource
binding.
The
API
emphasizes
explicit
resource
management
and
synchronization,
with
developers
responsible
for
lifetime
management,
memory
residency,
and
synchronization
barriers.
DX12
interoperates
with
DXGI
for
adapter
enumeration
and
swap-chain
management.
shading,
and,
with
the
DX12
Ultimate
extension,
mesh
shaders
and
other
hardware-accelerated
capabilities.
These
features
enable
more
efficient
rendering,
more
flexible
shading,
and
improved
performance
on
capable
GPUs.
updates
to
tooling
and
compilers.
A
number
of
GPU
vendors
implement
DX12
support
across
generations,
and
developers
use
High-Level
Shading
Language
(HLSL)
with
Shader
Model
6.x
to
write
shaders.
DirectX
12
competes
with
Vulkan
and
Apple's
Metal
as
modern
low-level
graphics
APIs.
control
at
the
cost
of
increased
programming
complexity.
It
remains
a
core
element
of
Microsoft's
graphics
strategy
for
Windows
and
Xbox
ecosystems.