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
2
votes
0 answers
HLSL (compute shader, shader model 5_1) conundrum
So I had this HLSL structure that compiled successfully in VS2015 when used:
struct SpatialHashingCellData
{
uint count;
uint specks[MAX_SPECKS_PER_CELL];
};
It was used like this:
gSPCells[cellID].specks[posToWrite]= speckIndex;
But…

TheBojanovski
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2
votes
1 answer
How to transition resource just has been copied into onto copy queue to a state which copy queue doesn't support?
I copy data to my D3D12_HEAP_TYPE_DEFAULT buffers from my D3D12_HEAP_TYPE_UPLOAD intermediate buffers using D3D12_COMMAND_LIST_TYPE_COPY queue. After copy has been made, i need to transition resource back to…

Yola
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2
votes
1 answer
Weird texture glitch in DirectX 12 when using dynamic indexing
Recently, I implemented the texture loading in my engine.
But the textures would have some small glitches sometimes.
The problem is shown as the following picture.
enter image description here
This is tested with AMD R9 380.
I also tried to execute…

Squall Liu
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- 5
2
votes
1 answer
In D3D12, can the render target view be any buffer?
In the samples I have looked at so far some of the commands are something like:
D3D12_DESCRIPTOR_HEAP_DESC with D3D12_DESCRIPTOR_HEAP_TYPE::D3D12_DESCRIPTOR_HEAP_TYPE_RTV
ID3D12Device::CreateDescriptorHeap
D3D12_CPU_DESCRIPTOR_HANDLE with…

Emil
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2
votes
1 answer
DXGI flip model locked to vsync
I found swap chain created with flip model (DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL or DXGI_SWAP_EFFECT_FLIP_DISCARD) was locked to VSync (1/60 sec), calling IDXGISwapChain1::Present1 method with SyncInterval set to 0 as follows doesn't…

H23120
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2
votes
1 answer
can't acquire IDXGIDevice or IDXGIDevice1 from ID3D12Device in dx12
I'd like to call IDXGIDevice1::SetMaximumFrameLatency method from my dx12app, for that I need to get a valid IDXGIDevice1 from the current Direct3D 12 device. querying the interface return a E_NOINTERFACE:
IDXGIDevice * pDXGIDevice;
HRESULT hr =…

K Klip
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2
votes
1 answer
Calling DuplicateOutput With D3D12Device Fails With E_NOINTERFACE
I have been trying to make an application that utilizes the desktop duplication api, but having no experience with directx it is turning out to be quite a challenge. Everything seems to work until I call output1->DuplicateOutput()at which point it…

Alex
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- 12
2
votes
1 answer
DirectX12 commandList execution error
I've started to learn DirectX12 and i try to make some kind of simple engine.
I follow the Frank D. Luna "Introduction to 3D programming with DirectX12" and i have got some problems.
First during creating swapChain, filling description like…

wojcienty
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2
votes
1 answer
Draw multiple meshes to different locations (DirectX 12)
I have a problem with DirectX 12. I have made a small 3D renderer. Models are translated to 3D space in vertex shader with basic World View Projection matrixes that are in constant buffer.
To change data of the constant buffer i'm currently using…

Nopeeananasnas
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2
votes
1 answer
Updating a vertex buffer causes a debug layer error
I updated my Windows 10 to version 1607 which includes additional D3D debug layer checking. My vertex buffer updating code worked without warnings/errors before the update, but now I'm getting an error when calling CopyBufferRegion:
Resource state…

SurvivalMachine
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2
votes
0 answers
why does a DX12 app with SDI/MDI make strange flickering when using the DXGI_FORMAT_R16G16B16A16_FLOAT for the back buffer
I have been programming on DirectX12 since last year, and I've experienced DX10 and 11. There is something bizarre I found in my application DX12 and i am not able to find why or a solution. I cannot show my original code, but it's ok, because it…

dingding
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- 2
2
votes
1 answer
Why won't this HLSL Pixel Shader compile when RWStructuredBuffer is referenced?
I'm using DirectX 12, trying to render using UAVs. Here is my pixel shader code:
struct PSInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
struct FragmentDataStruct
{
float4 color;
float depth;
};
struct…

L. Biggers
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2
votes
2 answers
In DirectX 12, how performant is it to switch Pipeline State Objects?
I'm researching DirectX 12 and I'm wondering how performant it is to switch pipeline state objects.. I'm getting conflicting reports from the sources I'm reading, i.e. some are saying that it is very slow and others are saying that it is quite…

Riko Ophorst
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2
votes
1 answer
Directx12 Draw rectangle
Hi I started to study directx12. I don't have any knowledge on prior versions.
I am following this example program HelloWorldTriangle which rendering a triangle. I want to draw a rectangle so,
I changed
Vertex triangleVertices[] =
{
…

Wickkiey
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2
votes
3 answers
DirectX 12 Index Buffer
I am new to DirectX 12 and trying to render mesh on DX. So far, I succeeded in retrieving vertices and indices from obj and fbx files and render all vertices on DX 12 using the template universal window project. However, I encountered some problems…

Michael Wei
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