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.
Questions tagged [directx-12]
347 questions
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votes
0 answers
I'm trying to load texture with Direct Storage but I can't understand sample
I want to use direct storage for my renderer, but in Direct Storage Sample it just upload data like (width: bytesize, height: 1), and D3D12_RESOURCE_DIMENSION_BUFFER.
What I want to do is upload it on D3D12_RESOURCE_DIMENSION_TEXTURE2D, and use it…

Shark_Bladder
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2
votes
1 answer
Window theme changes unintentionally
When I first run the program, the window's theme is Windows 11 (as intended):
However, after a few frame updates, the theme changes to a previous version of Windows, and the title text also disappears:
This is my Framework class:
#include…

Shark_Bladder
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2
votes
0 answers
why Resource Barrier need before state?
I am very very sorry for my poor english.
I have a question about directx 12 D3D12_RESOURCE_TRANSITION_BARRIER.
typedef struct D3D12_RESOURCE_TRANSITION_BARRIER {
ID3D12Resource *pResource;
UINT Subresource;
…

user754458
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2
votes
1 answer
What's the benefit of unmapping a resource in DirectX12
In a past question DirectX12 Upload Synchronization D3D12_HEAP_TYPE_UPLOAD, I got into trouble unmaping an upload resource, using it in a command list and executing, then mapping again and overwritting before the gpu had used the previous data
I…

Tom Huntington
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votes
1 answer
Fullscreen mode not working in D3D12 raytracing samples
Presently I'm learning the basics of real-time raytracing with the DXR API in DirectX 12 Ultimate. I'm studying the D3D12 raytracing samples on the official GitHub and am using an i9/Intel Iris Xe/RTX3070 laptop and building the programs in…

Maico De Blasio
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2
votes
0 answers
d3d Convert 1 descriptor table (2 cbvs) to 2 descriptor table (each one cbv) get screen flicker
I am learning d3d develpoment recently.
For the triangle example, I add code about model, view matrix setting.
Here I set model, view seperate.
There are 3 methods to do this.
root constants
root constant buffer
cbv in descriptor table
There are…

Xin YANG
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votes
0 answers
How do I convert a winrt::Microsoft::AI::MachineLearning::TensorFloat type back to ID3D12Resource
I am loading an image to the GPU by leveraging ID3D12Resource type. And I found some documentation on how to convert the ID3D12Resource to a Microsoft::AI::MachineLearning::TensorFloat in the Microsoft documentation, but I can't seem to find how to…

Anna Maule
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votes
1 answer
D3D12 CreateHeap alignment, Does MSDN use 1024 or 1000 for its definition of KB
I am trying to use CreateHeap and PlacedResources in DirectX12. However for CreateHeap it requires a D3D12_HEAP_DESC where it says "applications should pass SizeInBytes (a field of the D3D12_HEAP_DESC) values which are multiples of the effective…

yosmo78
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2
votes
1 answer
DirectX 12 application is crashing in Windows 11
I'm quite a ways into a DirectX 12 desktop x64 application built upon several of the DirectX Tool Kit examples, but now also supports custom shaders for directional and omnidirectional shadows, dynamic reflections, a hardware-instanced particle…

Maico De Blasio
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2
votes
2 answers
Skeletal animation bug with Assimp in DirectX 12
I am using Assimp to load an FBX model with animation (created in Blender) into my DirectX 12 game, but I'm experiencing a very frustrating bug with the animation rendered by the game application.
The test model is a simple 'flagpole' containing…

Maico De Blasio
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2
votes
0 answers
How to setup Skia and Angle with a DirectX12 device
today I may have a more difficult question.
I am hooking a program with DirectX12. The hook gives me the IDXGISwapChain3 on Present, so I can draw over it every frame. I already did some DirectX11 and 12 hooks before, but I am asking how would I…

XvXLuka222
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2
votes
1 answer
DX12: Is there a way to extract any information from a PSO?
I'm pretty new to PSOs. I was wondering if there is a way to extract a D3D12_GRAPHICS_PIPELINE_STATE_DESC structure for example, holding the info for a particular PSO? Or if there is any way really to access any information from a…

Gregor Sattel
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2
votes
1 answer
How to Render To Texture in DirectX12 & C++? What is the process?
I have been trying to figure out how to render the entire scene to a texture in DX12. I know how to do this in OpenGL, but I'm having trouble figuring it out in DirectX12. Plus, there isn't many resources online on how its done.
(Currently we have a…

Charl1e
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2
votes
3 answers
Idiomatic DirectX12 structure initialization breaks on C++20
With MSVC
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(...));
works fine on C++17 but on C++20 (Preview - Features from the latest working draft) I get the error:
error C2102: '&' requires l-value
Does anyone know how…

Tom Huntington
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votes
0 answers
Why recreating D3D12CommandAllocator leads to memory leak
I conducted the following experiment
pch.h
#pragma once
#include
#include
#include
#include
#include
main.cpp
#include "pch.h"
using namespace…

Xeon-J
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