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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How does 'CommandList::DrawInstanced' select one of the vertexbuffers in multiple slots?

I learned how to tie vertexbuffers to specific slots using IASetVertexVuffers. But then, when I learned DrawInstanced, I learned to select vertexs to draw using only the index of the starting vertex. I am wondering how this DrawInstanced selects…
우현우
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DXR: How to identify the geometry instance of the bottom level AS inside the closest hit shader

I have multiple geometries (D3D12_RAYTRACING_GEOMETRY_DESC) inside of a single DXR bottom level acceleration structure (BLAS). How can I determine which of those was hit inside of a closest hit shader? The following HLSL intrinsics do something…
Felix Brüll
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How to get back the name passed to ID3D12Object::SetName()?

There's a setter, but no getter. The doc doesn't give any information other than that this name will be used in debug diagnostics and tools.
Jerem
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How should SetDescriptorHeaps be used?

I'm experimenting a bit with the new features in DirectX12. So far I really like some of the changes, for example, the pipeline states. At the same time, some other changes are a bit confusing, for example, the descriptor heaps. Let's start with a…
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Is there a way to receive as a string, the errors from DX12?

Example: Here's the debug log for CreateGraphicsPipelineState, it tells me what went wrong: D3D12 ERROR: ID3D12Device::CreateGraphicsPipelineState: Root Signature doesn't match Vertex Shader: Shader CBV descriptor range (RegisterSpace=0,…
cmaughan
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D3D12CreateDevice throws _com_error

D3D12CreateDevice in the following code throws a _com_error exception even if an adapter is specified: #include "d3dx12.h" int main() { ID3D12Device* device; D3D12CreateDevice(nullptr, D3D_FEATURE_LEVEL_11_0,…
volodya7292
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Convert DXBC to DXIL (DirectX Bytecode to DirectX Intermediate Language)

Microsoft's open source DirectX Shader Compiler describes the format of a new intermediate language (IL) for HLSL shaders called DXIL. The documentation makes reference to a converter from the previous HLSL IL, called DXBC, to the new DXIL:…
Kerry Seitz
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How to use multisampling on Direct x12

I have a question as to how to use multisample anti-aliasing (MSAA) on Direct x 12. I was unable to find an example on the web. What I've seen around is that is not possible to directly enable MSAA on the swap chain. A separate multi-sampled texture…
Cloyz
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Multithreading in DirectX 12

I am having a hard time trying to swallow a concept of multithreaded render in DX12. According to MSDN one must write draw commands into direct command lists (preferably using bundles) and then submit those lists to a command queue. It is also said…
Diligent Key Presser
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Windows Universal Application - FPS Limited to Monitor Refresh / VSync forced?

I've been trying out DX12 and noticed that the "Full Screen" samples from Microsoft's samples act very differently. Main Project: https://github.com/Microsoft/DirectX-Graphics-Samples/ Desktop Full Screen…
John
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What is the D3D12 equivalent of D3D11 CreateTexture2D?

I'm new to direct3d programming and I have been building a simple windows application to display 4 images one after other with d3d12. I know a basic understanding of the D3D12 architecture and so far I've created four command allocator (backb…
ngub05
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ofstream.is_open() always false in DirectX12 application using VS 2015

I've been trying for hours now, and I can't for the life of me get my DirectX12 application to write a simple file... A bit about my setup: Windows 10 updated. DirectX12 default "spinning cube" application. DirectX 12 App (Universal…
pookie
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WASM and access to the GPU?

I've been trying to work with Blazor WASM to access hardware accelerated functionality supported by most GPUs, but not having much luck. I have search Stack overflow but have not found much relevant information specific to WASM and more specifically…
Rob Ainscough
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How to blend 2 transparent triangles (DX11 or DX12)

I need help with DirectX 11 or 12 to blend 2 transparent triangles as shown in the figure: Fig 1 shows what I understand to be the blend of the 1st transparent triangle. Fig 2 shows the blend of the 2nd transparent triangle (that is what I got so…
MarcioAB
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Does DirectX12 allow us to use AppendStructuredBuffer or ConsumeStructuredBuffer?

In “3D Game programming with DirectX 12”(the dragon book) chapter 13 Geometry Shader.It describes an example about using AppendStructuredBuffer and ConsumeStructuredBuffer, but there's no detailed code about this.I tried to use these kind of buffers…
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