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Questions tagged [directx12]

DirectX 12 is the 12th version of Microsoft's DirectX API, which is used to develop and handle tasks related to Multimedia, such as game programming, 3D visualizations and video on Microsoft platforms.

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I have an effect that I want to only write to depth. commandList->OMSetRenderTargets(0, nullptr, FALSE, &m_mainDepthStencilDescriptorHandle.getCpuHandle()); ...
TheChamp's user avatar
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My cube never shows in my DX12 window. Instead I see the Windows buffering icon show until I click out of the window at which point it goes away. I see the blue background in my window but no cube. I ...
Aeryes's user avatar
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I have an interop program with DX12 resources, and it exits with: ...
Soleil's user avatar
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I am new to DX12 and I am currently trying to get the depth buffer to work. I have done pretty much everything identical to blog posts I've seen online. I can also see that the ...
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I got an error D3D12 ERROR: ID3D12CommandQueue::ExecuteCommandLists: A command list, which writes to a swapchain back buffer, may only be executed when that back buffer is the back buffer that will ...
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I'm a newbie in DX12 and trying to visualize Stencil buffer onto screen. I've been copied stencil plane slice into a DXGI_FORMAT_R8_UINT texture, but when HLSL samples this texture it just returns 0, ...
pixelhistory's user avatar
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black4joss's user avatar
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I want to code a real time cutscene editor in my engine but I couldn't find any pdf documents or websites explaining it in detail. Is the cinematic scene file loaded with instructions like ...
user23344561's user avatar
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I am programming a game using DirectX 12. Shall it support all GPUs? Or just newer GPUs? What about the version of the Windows OS supported? What changes when a new DirectX version comes?
Praveen Kumar's user avatar
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I have a small issue with my shaders. Sorry if it is not the right place for this question. In general, the essence is that for my application on dx12, I have shaders in glsl (I'm too lazy to rewrite ...
Zhukov Artem's user avatar
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My problem is a bit complicated. When doing ray tracing rendering, all data in the scene needs to be prepared. In addition to texture resources, each object to be rendered will also have its own ...
AshenvaleZX's user avatar
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1 answer
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A game which enables VSync means that the game frames get synchronized to the monitor's refresh rate (to avoid tearing). A variable refresh rate monitor means that the monitor refresh rate gets ...
Panda Pajama's user avatar
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Let's say I want to enable debug layers for a Direct3D 12 renderer, for which I need to create a ID3D12Debug object. Problem is, there are 6 different version of ...
marked-off-topic's user avatar
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I'm trying to read pixel data of a D3D12 render target (ID3D12Resource) for h264 encoding/streaming, I tried asking on DirectX Discord and also GPT and still I got ...
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I'm studying DX12. I came across this texture format: DXGI_FORMAT_R8G8B8A8_UNORM A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits per channel including alpha. It's ...
black4joss's user avatar
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I'm new to DirectX and I feel like I killed Google search but still cannot find information about the difference between these: Immediate context + Command Lists Immediate context + Deferred context (...
Sergey Sharpov's user avatar
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I'm looking for playing multiple videos (source HD and 4k, 10 bits), between 3 and 12+ videos, which could be cropped and resized, and those be adjusted on the fly (as videos are being played), sent ...
Soleil's user avatar
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When trying to re-create my vertex buffers, my app crashes and I get this error: D3D12 ERROR: ID3D12Resource2::: CORRUPTION: An ID3D12Resource object (0x000001DDEBA98FC0:'Vertex Buffer Default ...
coulomb's user avatar
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I'm trying to implement depth peeling onto a 2D texture array, where each array slice corresponds to a depth layer. In order to do this, I'd like to draw to subsequent array slices of this texture, ...
user722227's user avatar
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I simply reset and close the command list but my memory usage goes up 5 gb per second. This is the simple list of things I do Reset command buffer Close command buffer Reset command allocator I feel ...
Barış Üçkardeş's user avatar
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1 answer
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Good morning, I am currently running into a UV interpolation issue with D3D12 that looks like this: Is there something that needs to be set when initialising the pipeline so that the GPU does the ...
Mike Tearon's user avatar
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I know a Direct X 12 Root Signature tells Direct X 12 how to use the resources between the CPU and GPU, but I'm having a hard time using it. I tried using it before but it kept failing saying the ...
Sammy's user avatar
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I'm new to DirectX 12. I understand some of the basics. For speed and optimization, is it better if I have more than one command queue, command list, and command allocator? If so, how many should I ...
Sammy's user avatar
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1 vote
1 answer
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I have 2 Meshes and I want to add physics to them. The first is a primitive box, the second is a terrain. The box and terrain are made with DirectXMath Using the PhysX library, I made a copy of the ...
ma1169's user avatar
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So I'm wanting to generate images by ray tracing. I've done so, but the main ray function is recursive. I know one can make a non recursive function out of a recursive function using a stack, but is ...
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I'm new to DXR, so please If I got it right, when we want to compile a ray tracing shader using the DirectX Shader Compiler, we need to specify lib_6_* as the ...
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I've noticed that I cannot specify a root signature in the HLSL code of a DXR shader. For example, if I got a ray generation shader with the following declaration ...
0xbadf00d's user avatar
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0 answers
205 views

I am attempting to write a code generator that builds C++ structs/classes from D3D12 reflection data built using DXC. Given a simple vertex shader signature: ...
MSinger's user avatar
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1 answer
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I'm just getting started in DX12 after a bit of time in Vulkan, I am trying to update a part of a dynamically indexed buffer I'm using to hold mesh transforms. I'm using the MSFT MiniEngine examples ...
mike's user avatar
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I'm confused about the difference between the shader input element classifications in D3D12 and Vulkan. For example, in Vulkan I could have the following declarations: ...
0xbadf00d's user avatar
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Most objects in DirectX 12 have natural analogues in Vulkan, e.g. VkInstance = IDXGIFactory ...
0xbadf00d's user avatar
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To make things short: I am trying to bind and use a depth buffer in D3D12, but it is not working. The depth buffer gets created and bound properly (I can see it in nsight graphics) but does only take ...
Ohjurot's user avatar
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From Microsoft Docs, I can specify the root signature of my shader in HLSL. How do I use it though? Since at the beginning of the command list, root signature is undefined. I need to use ...
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I am getting this error: I do not have CBV, but it looks like I am forgetting to bind a CBV. D3D12 ERROR: ID3D12Device::CreateComputePipelineState: Root Signature doesn't match Compute Shader: ...
Hooman's user avatar
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One point about such pipeline is that everything happens in GPU and bypass the CPU. The texture is created as such: ...
Soleil's user avatar
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1 answer
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When we import a D3D12 memory object into cuda we do something like this: ...
Soleil's user avatar
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In a D3D12 program, I encounter a DGXI_ERROR (CreateSharedHandle return an int <0), but I ...
Soleil's user avatar
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I am trying to implement the d3d12 window resizing function. First, I delete all the buffers referenced by SwapChain, and then run SwapChain :: ResizeBuffers. At this point I get the error: ...
Range's user avatar
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I'm developing on D3D11 and D3D12 in parallel. D3D12 is really difficult, but I learn it gradually. I faced a problem such as passing an array of textures to a vertex Shader. The method ...
Range's user avatar
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While compiling the following code. I get a error ...
sdfsafasas's user avatar
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1 answer
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I could not figure out the difference between for instance CD3DX12_DESCRIPTOR_RANGE and CD3DX12_DESCRIPTOR_RANGE1. Why do both exist? Which should I use? Is there a general rule of behavior/usage/...
Soleil's user avatar
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I'm getting this error when I compile this code. D3D12CreateDevice(pAdapter, D3D_FEATURE_LEVEL_12_0, IID_PPV_ARGS(&pDevice)). Error! No such Interface supported I've got a rtx 2060 GPU installed ...
markk1001's user avatar
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I have a question, I have source code that is old that was built in visual studio 2003 and It does not allow me to compile DirectX12 code in visual studio 2003 so my Attentions was to take my old game ...
markk1001's user avatar
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I'm using a variant of the D3D12 UWP template that comes with VS2017 Community Edition and I have two related questions: When I add this italicized and bolded code to the vertex shader signature, I ...
Shawn Eary's user avatar
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1 answer
649 views

I created a scene with two primitive geometries (Sphere and Box). Now I want to recreate what I see in the scene (PhysX Visual Debugger) in my game engine window, but I can't find any functions that ...
Veasst's user avatar
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4 votes
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This NVIDIA document regarding dos and don'ts in DirectX 12 states the following: Use committed resources where possible to give the driver more knowledge This allows the driver to better ...
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Can you bind a different root signature than the one that pipeline was created with? If so does it have to have exactly the same parameters or could it have like one more but the pipeline will ignore ...
Werem's user avatar
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The GPU drivers often have slightly different behavior depending on game or program, which is using them. It optimizes performance, bypasses bugs and improves overall experience in popular games, ...
CodeSandwich's user avatar
2 votes
1 answer
3k views

I'm trying to take the DX12 Cube Demo that comes with VS2017 Community and draw three cubes instead of one. Unfortunately, the VertexShader doesn't seem to be getting my instance data. In my ...
Shawn Eary's user avatar