Questions tagged [direct3d12]

DirectX 12 introduces the next version of Direct3D, the 3D graphics API at the heart of DirectX. This version of Direct3D is faster and more efficient than any previous version. Direct3D 12 enables richer scenes, more objects, more complex effects, and full utilization of modern GPU hardware. It is supported on Windows 10 and Xbox One.

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What is "pass" in computer graphics rendering?

I found that "pass" is single execution of rendering pipeline. Is this correct? If so, if single execution of rendering pipeline outputs depth map in specific light perspective, is it called "shadow pass" or "light pass"?
YoonSeok OH
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Approach of doubling DirectX12 Resources for the secondary frame

There is an nice idea that; while GPU is rendering your last frame, you handle your current frame's gameplay and physics calculations with CPU to eliminate wasting cpu time. My understanding is that, RootSignatures are objects that holds connections…
Ibrahim Ozdemir
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DX12 Triangle not showing up

I am trying to use DX12 to draw a Triangle in a Window with Visual C++. For me everything seems to be in place required for it, and it is all working fine too, all DX12 Objects are created successfully, the Render Targets are cleared with the…
Schrottiy
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D3D12_HEAP_TYPE_READBACK and DXGI_ERROR_DEVICE_HUNG

I'm getting an DXGI_ERROR_DEVICE_HUNG crash. I can get this to go away by taking out one of the three following DirectML work. ID3D12GraphicsCommandList::CopyResource whose destination is the readback buffer, source is downstream of the output of…
Tom Huntington
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Is there a function that I can call so that the Direct3D12 device doesn't get removed for taking too long?

I am currently building a Direct3D12 game engine in C++ and I'm currently implementing PBR. I attempted to compute an irradiance map for ambient lighting but I keep getting a TDR delay. I do not yet understand compute shaders so instead, I render…
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Serialization of Root Signature in Direct3D12 works in debug mode, but not in release mode

I am making a game engine in Direct3D12 because I was tired of using OpenGL (please don't tell me to use directx11) and I currently have mesh loading, multisampling, transformations, texture loading, and a material system. I was happy with the…
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Performance gain by multithreaded recording in Direct 3D 12 is lost by waiting for fence or presenting

I've written multithreaded command list recording program in Direct 3D 12 but time saved by multithreaded recording is lost when waiting for fence value completion and presenting. In other words, regardless of singlethreaded or multithreaded…
YoonSeok OH
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Amortize rendering of Direct2D UI overlay for DirectX12

My experience with D3D11on12 and Direct2D hasn't been that good. Infrequently I get D3D12 ERROR: ID3D12Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_ACCESS_DENIED: The application attempted to use a…
Tom Huntington
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How to get the size of a resource in Direct 3D 12?

How to get the size of an entire resource regardless of subresource count in Direct 3D 12? What I mean by "the size of an entire resource" is the number of bytes an entire resource is mapped to its heap. In other words, if a resource consists of…
YoonSeok OH
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What is subresource in Direct 3D 12?

I'm having trouble with understanding what subresource is in Direct 3D 12. So far, I thought it as user defines subresource. Just like allocating one huge array and dividing parts of the array to interpret as a particular object. (eg. using first 2…
YoonSeok OH
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How does the DownScale2x2 BasicPostProcess work in DirectX Tool Kit?

I have a DirectX 12 desktop project on Windows 11 that implements post-processing using a combination of DXTK post-process effects. The aim of the post-proc sequence is to end up with individual bloom and blur textures (along with a depth texture…
Maico De Blasio
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ID3D12GraphicsCommandList::ClearUnorderedAccessViewFloat Access violation reading location

ID3D12GraphicsCommandList& commandList = *com_ptr; FLOAT values[4] = { 1,1,1,1 }; commandList.ClearUnorderedAccessViewFloat(m_gpuUavHandle, m_cpuUavHandle, m_resource.get(), values, 0, nullptr); I'm getting the following runtime error: Access…
Tom Huntington
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Can't render a triangle with D3D12

I want to render a triangle with D3D12, but it doesn't function. I followed the Direct 3D Programming Guide by Microsoft. I can clear the render target view and in the output I become a COMMAND_LIST_DRAW_VERTEX_BUFFER_TOO_SMALL warning…
erwartet
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Why GBuffers need to be created for each frame in D3D12?

I have experience with D3D11 and want to learn D3D12. I am reading the official D3D12 multithread example and don't understand why the shadow map (generated in the first pass as a DSV, consumed in the second pass as SRV) is created for each frame…
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Objects beyond the far clipping plane are rendered in perspective view

I see objects beyond the far clipping plane in perspective projection and I don't think this is how it's suppose to work, so can someone give me an explanation why do I see objects beyond the far clipping plane such as a grid in this example. The…
ma1169
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