Direct3D from the Driver’s perspective

This is documentation from the WDK “Windows Driver Kit”, in the section “Windows 2000 Display Driver Model Design Guide”

MSDN – Direct3D
MSDN – Direct3D Command Buffers
MSDN – Direct3D Processing with Busy Present Queues

It gives a detailed description of how D3D works "on the other side" of the API

Great for understanding Command Buffers, Surfaces and how Present() behaves when VSYNC is enabled, etc.

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