Questions tagged [directx-12]

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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DirectX12 - ExecuteCommandLists and Present function

I found that in the Microsoft sample example: void D3D12HelloTriangle::OnRender() { // Record all the commands we need to render the scene into the command list. PopulateCommandList(); // Execute the command list. ID3D12CommandList*…
wh1sp3r
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D3D12 bug: reaching Poco::NotFoundException when trying to create a device (D3D12CreateDevice) in D3D12 after updating from .net48 to .net7

I am reaching an exception which I do not know how to resolve/understand. It comes from D3D12CreateDevice, which I do not have source and control. Context I have an application with WPF (.net7) and c code which creates a D3D12 asset (window) which…
Soleil
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DXR Descriptor Heap management for raytracing

After watching videos and reading the documentation on DXR and DX12, I'm still not sure how to manage resources for DX12 raytracing (DXR). There is quite a difference between rasterizing and raytracing in terms of resource management, the main…
Jakub D.
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UWP Hardware Video Decoding - DirectX12 vs Media Foundation

I would like to use DirectX 12 to load each frame of an H264 file into a texture and render it. There is however little to no information on doing this, and the Microsoft website has limited superficial documentation. Media Foundation has plenty of…
pma07pg
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Directx 12 : Sharing graphic memory between two processes

I am trying to create two applications. One application will render a texture off-screen and the second application will read it from graphic memory and render/present it on window. My doubt is is it possible to share graphic memory in directx…
JackCarver
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Using Tensorflow in a low-latency high-throughput kinda way

Processed data is real-time video (a bunch of sequential frames) and it all needs to end up in a DX12 buffer. I don't care too much if data gets copied to system memory during training, but during evaluation, it must stay on GPU. I would train the…
TheBojanovski
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What has replaced #include in DirectX 12?

I'm working through DirectX 9 with a book, the examples #include d3dx9tex.h intellisense is indicating this file does not exist, as a result hResult = D3DXGetImageInfoFromFile(filename.c_str(), &imageInfo); is also showing errors. I have DirectX 12…
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DirectX 12 - Descriptor heaps

I've just been starting to learn the new DirectX 12 API. I want to write sone kind of rendering engine on top of dx12 and during initialization I'm supposed to create descriptor heaps. The problem with that is that at this point in time I don't know…
Philipp Neufeld
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Does it make sense to create an allocator per renderTarget in the swapchain?

The HelloWorld examples from Microsoft mostly use a single CommandAllocator and then wait until the previous frame is fully done. However they also say (in all caps) that it's not how it should be done. So my idea is to create an Allocator per frame…
ratchet freak
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How do you read vertex/index buffers?

Basically, my question is: how do you read vertex/index buffers in DirectX 12? I guess I am looking for something equivalent to DirectX 11's map function, which I understand now you have to do manually. I tried googling for the answer, but didn't…
0xfeedbacc
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Direct3D 12 windowed mode forces vsync

I am writing a simple Direct3D 12 application to prepare for the release of Vulkan, and it works as expected in all regards but one: running in a bordered window restricts the framerate to 60fps, even with vsync disabled. What puzzles me: the same…
Mako
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Struggling to implement assimp skeleton into DX12

Recently I have been trying to implement assimp into Frank Luna's basic dx12 engine as part of my learning. I have had real trouble getting the matrix mathematics working correctly, and have hit a bit of a dead end. This is the main function I am…
Gregm8
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Why is only 1 Depth/Stencil buffer needed, even when the swap chain is tripple buffered DirectX12

I am learning DirectX12 programming. And one thing that has me confused is in all the tutorials I read, they only create a single depth/stencil buffer even when triple/double buffering is used with the swap chain. Wouldn't you need a depth/stencil…
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What is the difference between a constant buffer and a read only structured buffer?

I would like to know which resource type is the best to use in order to hold as many elements as possible for data that will be static and not change for the duration of a draw call. The only difference I can tell between a constant buffer and a…
mbl
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How can I fix "& requires l-value"

So, I created a project and copied this tutorial in it. When I tried to run it, it gave me this error: C2102 & requires l-value at m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(),…
Linkthehero2222
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