Talk:Direct3D


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Cheers.—InternetArchiveBot (Report bug) 16:14, 13 December 2016 (UTC)[reply]

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Cheers.—InternetArchiveBot (Report bug) 09:39, 27 July 2017 (UTC)[reply]

Hello fellow Wikipedians,

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Cheers.—InternetArchiveBot (Report bug) 03:50, 11 September 2017 (UTC)[reply]

Direct3D 12 and Mantle

https://en.wikipedia.org/w/index.php?title=Direct3D&diff=prev&oldid=1242766310
https://en.wikipedia.org/w/index.php?title=Direct3D&diff=prev&oldid=1242766853

There are claims of D3D12 being directly influenced by Mantle, or even based on it. There doesn't seem to be proper sources stating as such; the references given on the article were basically speculation and inference.

Should these be reinstated? If not, does anyone have better sources? Eddmanx (talk) 16:38, 28 August 2024 (UTC)[reply]

Floating-point rules.

In the section "Direct3d 10.1" we have: "Floating Point Rules – Uses the same IEEE-754 rules for floating-point EXCEPT 32-bit floating point operations have been tightened to produce a result within 0.5 unit-last-place (0.5 ULP) of the infinitely precise result. This applies to addition, subtraction, and multiplication. (accuracy to 0.5 ULP for multiply, 1.0 ULP for reciprocal)."

This is incorrect. IEEE-754 have always required that the result be within 0.5 ULP of the infinitely precise result when the round-to-nearest rounding mode is in effect. This is the default. IEEE-754 allows users to select directed rounding modes for which the result is within 1 ULP. Petercbh (talk) 15:06, 6 September 2025 (UTC)[reply]

So in fact, going by what is in the above quote, Direc3d 10.1 loosens the IEEE-784 rules for reciprocal. Exactly the opposite to what is claimed in the article. Petercbh (talk) 15:10, 6 September 2025 (UTC)[reply]

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