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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Is it possible to combine HDR with MSAA in a DirectX 12 desktop application?

Using the DirectX Tool Kit for DirectX 12, I'm able to successfully compile and run the individual MSAA and HDR tutorial samples. When I combined the relevant code for the MSAA and HDR components together into a single Game.cpp file however,…
Maico De Blasio
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Can I safely change shader visible DescriptorHeap's content while executing

According to Descriptor Heaps Overview - Synchronization, changing the descriptors referenced in execution(by ID3D12GraphicsCommandList::SetGraphicsRootDescriptorTable) may invoke a race condition. But can I safely change the descriptors that are…
Xeon-J
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Direct3D12 - which RootSignature takes precedence?

I'm new to MSFT and DirectX so please go easy on me.. If an hlsl shader uses the [RootSignature(SignatureName)] attribute, will it be overridden by a root signature defined in code using ID3D12RootSignature? E.g. in sample code I have this in an…
mike
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mGPU (Multi-GPU) AFR with RTX 2060 & D3D12 possible?

Is it possible to do AFR in D3D12 with two RTX 2060 graphics cards? I have a custom rendering framework that supports AFR with D3D12 but just read Nvidia dropped SLI support however I'm having trouble finding a clear answer as to what this means…
zezba9000
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How to Map a D3D11On12 render target to memory?

I am trying to map a offscreen D2D render target to memory. The render target is created as a ID3D12Resource with D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET Then passed through ID3D11On12Device::CreateWrappedResource() Then made into a ID2D1Bitmap1…
joelr
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W-Buffer(ing) in Direct3D 12

On the D3D10 Docs is a list which shows the deprecated features from D3D9 to D3D10. It says that W buffering is no longer supported and we should use high-precision depth buffers/Z-Buffers instead. I suspect that it is also not (fully) supported in…
L1-Cache
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How can I get the physical specs about a GPU in D3D12

How can I get the physical specs (memory size, etc.) of a GPU in D3D12? (This would be useful to activate/deactivate some features for specific GPU specs)
L1-Cache
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What is "Map Default Buffer" on Direct3D 12.0?

On https://learn.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-intro I see the feature "Map Default Buffer" which is an optional feature since feature level 11_0. What can I make with this? Which advantages…
L1-Cache
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I can't configure include paths in VSCode for D3D12

[EDIT] This is about a vsCode project not a visual studio project (clarified here because it is not obvious) Did anyone managed to build an app that includes d3d12.h and links successfully with the D3D lib. I know it lives in C:\Program Files…
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D3D12 Dynamic indexing of textures with different formats

In shader model 5.1 we can use dynamic indexing for textures like so: Texture2D textures[5] : register(t0) PixelShader(Input p) : SV_TARGET { float4 color = textures[0].Sample(someSampler, p.UV); return color; } Here it's assumed that all…
rashmatash
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What is the best way to update GPU resource with heap type upload?

I'm using ID3D12Resource::Map method to update a GPU resource. Is that the most efficient way? What alternatives do exist?
Cpper.Lee
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Creating a swap chain with MSAA fails

When I try to setup a swap chain with MSAA support I get an DXGI_ERROR_INVALID_CALL error - here is the code that creates the swap chain: // Describe and create the swap chain. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {}; swapChainDesc.BufferCount =…
Vertexwahn
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KeyDown latency C++ UWP Windows 10 Direct3D 12 Application

My problem is that on KeyDown, there is almost a second of delay until all the queue of events starts being processed, see the video demo here. Secondly, parallel keys are NOT processed, I can either go W, S or some other, but not both at the same…
Fer
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CPU/GPU Shared Buffer in Direct3D12

I have no experience with Direct3D, so I may just be looking in the wrong places. However, I would like to convert a program I have written in OpenGL (using FreeGLUT) to a Windows IoT compatible UWP (running Direct3D, 12 'caus it's cool). I'm trying…
Jarred
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Creating a texture from a image in DX 12 VC++

I just want know Directx 12 API to create texture from image. For DX11 it is D3DX11CreateShaderResourceViewFromFile and for DX9 it is D3DXCreateTextureFromFileEx and for DX12 ?
Mukesh Bharsakle
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