{"version":"1.0","provider_name":"Visual Studio news feed","provider_url":"https:\/\/devblogs.microsoft.com\/vsnews","author_name":"Alma Haage (Red Door Collaborative LLC)","author_url":"https:\/\/devblogs.microsoft.com\/vsnews\/akams-author\/v-alhaag\/","title":"Coming\u00a0to DirectX 12: More control over memory allocation","type":"rich","width":600,"height":338,"html":"<blockquote class=\"wp-embedded-content\" data-secret=\"KvM1qTzpVd\"><a href=\"https:\/\/devblogs.microsoft.com\/vsnews\/akams-aa6n81l\/\">Coming\u00a0to DirectX 12: More control over memory allocation<\/a><\/blockquote><iframe sandbox=\"allow-scripts\" security=\"restricted\" src=\"https:\/\/devblogs.microsoft.com\/vsnews\/akams-aa6n81l\/embed\/#?secret=KvM1qTzpVd\" width=\"600\" height=\"338\" title=\"&#8220;Coming\u00a0to DirectX 12: More control over memory allocation&#8221; &#8212; Visual Studio news feed\" data-secret=\"KvM1qTzpVd\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" scrolling=\"no\" class=\"wp-embedded-content\"><\/iframe><script type=\"text\/javascript\">\n\/* <![CDATA[ *\/\n\/*! This file is auto-generated *\/\n!function(d,l){\"use strict\";l.querySelector&&d.addEventListener&&\"undefined\"!=typeof URL&&(d.wp=d.wp||{},d.wp.receiveEmbedMessage||(d.wp.receiveEmbedMessage=function(e){var t=e.data;if((t||t.secret||t.message||t.value)&&!\/[^a-zA-Z0-9]\/.test(t.secret)){for(var s,r,n,a=l.querySelectorAll('iframe[data-secret=\"'+t.secret+'\"]'),o=l.querySelectorAll('blockquote[data-secret=\"'+t.secret+'\"]'),c=new RegExp(\"^https?:$\",\"i\"),i=0;i<o.length;i++)o[i].style.display=\"none\";for(i=0;i<a.length;i++)s=a[i],e.source===s.contentWindow&&(s.removeAttribute(\"style\"),\"height\"===t.message?(1e3<(r=parseInt(t.value,10))?r=1e3:~~r<200&&(r=200),s.height=r):\"link\"===t.message&&(r=new URL(s.getAttribute(\"src\")),n=new URL(t.value),c.test(n.protocol))&&n.host===r.host&&l.activeElement===s&&(d.top.location.href=t.value))}},d.addEventListener(\"message\",d.wp.receiveEmbedMessage,!1),l.addEventListener(\"DOMContentLoaded\",function(){for(var e,t,s=l.querySelectorAll(\"iframe.wp-embedded-content\"),r=0;r<s.length;r++)(t=(e=s[r]).getAttribute(\"data-secret\"))||(t=Math.random().toString(36).substring(2,12),e.src+=\"#?secret=\"+t,e.setAttribute(\"data-secret\",t)),e.contentWindow.postMessage({message:\"ready\",secret:t},\"*\")},!1)))}(window,document);\n\/\/# sourceURL=https:\/\/devblogs.microsoft.com\/vsnews\/wp-includes\/js\/wp-embed.min.js\n\/* ]]> *\/\n<\/script>\n","thumbnail_url":"https:\/\/devblogs.microsoft.com\/vsnews\/wp-content\/uploads\/sites\/25\/2018\/08\/vsfeaturebig.png","thumbnail_width":716,"thumbnail_height":448,"description":"In the next update to Windows, D3D12 will be adding two new flags to the D3D12_HEAP_FLAG enumeration. These new flags are \u201cimpermanent\u201d properties, which don\u2019t affect the resulting memory itself, but rather the way in which it\u2019s allocated. As such, it\u2019s important to call out that these flags aren\u2019t reflected from ID3D12Heap::GetDesc or ID3D12Resource::GetHeapProperties. Let\u2019s [&hellip;]"}