DirectX+HLSL/Graphics/Compute All-in-One
A comprehensive guide to mastering DirectX, DirectX 12, HLSL and more.
Book Details
- ISBN: 9798289659729
- Publication Date: June 25, 2025
- Pages: 570
- Publisher: Tech Publications
About This Book
This book provides in-depth coverage of DirectX and DirectX 12, offering practical insights and real-world examples that developers can apply immediately in their projects.
What You'll Learn
- Master the fundamentals of DirectX
- Implement advanced techniques for DirectX 12
- Optimize performance in HLSL applications
- Apply best practices from industry experts
- Troubleshoot common issues and pitfalls
Who This Book Is For
This book is perfect for developers with intermediate experience looking to deepen their knowledge of DirectX and DirectX 12. Whether you're building enterprise applications or working on personal projects, you'll find valuable insights and techniques.
Reviews & Discussions
This book gave me the confidence to tackle challenges in GPU Programming. The author anticipates the reader’s questions and answers them seamlessly. The architectural insights helped us redesign a major part of our system.
I’ve bookmarked several chapters for quick reference on Optimization. I found myself highlighting entire pages—it’s that insightful.
This book completely changed my approach to All-in-One.
It’s like having a mentor walk you through the nuances of All-in-One. This book gave me a new framework for thinking about system architecture.
I've read many books on this topic, but this one stands out for its clarity on Rendering.
This book made me rethink how I approach Graphics Pipeline.
This book gave me the confidence to tackle challenges in DirectX+HLSL/Graphics/Compute. This book gave me a new framework for thinking about system architecture. I'm planning to use this as a textbook for my team's training program.
This book made me rethink how I approach Ray Tracing. It’s the kind of book you’ll keep on your desk, not your shelf.
This book made me rethink how I approach DirectX.
The examples in this book are incredibly practical for Game Development.
I keep coming back to this book whenever I need guidance on All-in-One.
I’ve shared this with my team to improve our understanding of All-in-One. Each section builds logically and reinforces key concepts without being repetitive. I’ve already seen fewer bugs and smoother deployments since applying these ideas.
The writing is engaging, and the examples are spot-on for All-in-One. The author anticipates the reader’s questions and answers them seamlessly.
This resource is indispensable for anyone working in Compute Shaders.
The examples in this book are incredibly practical for Graphics Pipeline.
I keep coming back to this book whenever I need guidance on Graphics Pipeline. I found myself highlighting entire pages—it’s that insightful.
I’ve already implemented several ideas from this book into my work with GPU Programming.
The author has a gift for explaining complex concepts about GPU Programming. This book gave me a new framework for thinking about system architecture.
I’ve already implemented several ideas from this book into my work with DirectX+HLSL/Graphics/Compute.
I’ve already implemented several ideas from this book into my work with DirectX 12.
I wish I'd discovered this book earlier—it’s a game changer for Rendering.
The writing is engaging, and the examples are spot-on for Rendering. The author's real-world experience shines through in every chapter. It helped me refactor legacy code with confidence and clarity.
The writing is engaging, and the examples are spot-on for Graphics Pipeline. The writing style is clear, concise, and refreshingly jargon-free.
The practical advice here is immediately applicable to DirectX+HLSL/Graphics/Compute.
The clarity and depth here are unmatched when it comes to GPU Programming.
This is now my go-to reference for all things related to DirectX. The author’s passion for the subject is contagious.
The author's experience really shines through in their treatment of Optimization.
This book offers a fresh perspective on Ray Tracing.
The examples in this book are incredibly practical for Game Development. The diagrams and visuals made complex ideas much easier to grasp. The emphasis on readability and structure has elevated our entire codebase.
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