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Ten Years of D3D12

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Matt Pettineo (MJP)

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Description

Ten Years of D3D12 is a September 2025 long-form blog post by Matt Pettineo (MJP) reflecting on a decade of Direct3D 12 API and HLSL changes since the Windows 10 launch.

It surveys features such as programmable sample points, view instancing, depth bounds, variable rate shading, relaxed format casting, UAV writes to block-compressed formats, R9G9B9E5 writes, GPU upload heaps, ExecuteIndirect incrementing constants, sampler feedback, enhanced barriers, work graphs, and DXR-related updates, plus smaller quality-of-life APIs. A second half covers how the author's own D3D12 coding style evolved with bindless SM 6.6, designated initializers, shader printf, and debug draw helpers.

It is for advanced D3D12 and HLSL programmers who already ship or maintain a modern renderer. Prior D3D12 resource and synchronization experience is assumed.

The article is a free HTML post on therealmjp.github.io with a table of contents and links into related specs and prior posts.

It is useful as a structured tour of what actually landed in D3D12 after ten years beyond the headline DXR and work-graphs releases.