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Questions tagged [directx12]

DirectX 12 is the 12th version of Microsoft's DirectX API, which is used to develop and handle tasks related to Multimedia, such as game programming, 3D visualizations and video on Microsoft platforms.

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I have an effect that I want to only write to depth. commandList->OMSetRenderTargets(0, nullptr, FALSE, &m_mainDepthStencilDescriptorHandle.getCpuHandle()); ...
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I have an interop program with DX12 resources, and it exits with: ...
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I got an error D3D12 ERROR: ID3D12CommandQueue::ExecuteCommandLists: A command list, which writes to a swapchain back buffer, may only be executed when that back buffer is the back buffer that will ...
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black4joss's user avatar
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I am programming a game using DirectX 12. Shall it support all GPUs? Or just newer GPUs? What about the version of the Windows OS supported? What changes when a new DirectX version comes?
Praveen Kumar's user avatar
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My problem is a bit complicated. When doing ray tracing rendering, all data in the scene needs to be prepared. In addition to texture resources, each object to be rendered will also have its own ...
AshenvaleZX's user avatar
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Let's say I want to enable debug layers for a Direct3D 12 renderer, for which I need to create a ID3D12Debug object. Problem is, there are 6 different version of ...
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I'm studying DX12. I came across this texture format: DXGI_FORMAT_R8G8B8A8_UNORM A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits per channel including alpha. It's ...
black4joss's user avatar
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I'm looking for playing multiple videos (source HD and 4k, 10 bits), between 3 and 12+ videos, which could be cropped and resized, and those be adjusted on the fly (as videos are being played), sent ...
Soleil's user avatar
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I'm trying to implement depth peeling onto a 2D texture array, where each array slice corresponds to a depth layer. In order to do this, I'd like to draw to subsequent array slices of this texture, ...
user722227's user avatar
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Good morning, I am currently running into a UV interpolation issue with D3D12 that looks like this: Is there something that needs to be set when initialising the pipeline so that the GPU does the ...
Mike Tearon's user avatar
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I'm new to DirectX 12. I understand some of the basics. For speed and optimization, is it better if I have more than one command queue, command list, and command allocator? If so, how many should I ...
Sammy's user avatar
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So I'm wanting to generate images by ray tracing. I've done so, but the main ray function is recursive. I know one can make a non recursive function out of a recursive function using a stack, but is ...
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I've noticed that I cannot specify a root signature in the HLSL code of a DXR shader. For example, if I got a ray generation shader with the following declaration ...
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I'm just getting started in DX12 after a bit of time in Vulkan, I am trying to update a part of a dynamically indexed buffer I'm using to hold mesh transforms. I'm using the MSFT MiniEngine examples ...
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Most objects in DirectX 12 have natural analogues in Vulkan, e.g. VkInstance = IDXGIFactory ...
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I am getting this error: I do not have CBV, but it looks like I am forgetting to bind a CBV. D3D12 ERROR: ID3D12Device::CreateComputePipelineState: Root Signature doesn't match Compute Shader: ...
Hooman's user avatar
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When we import a D3D12 memory object into cuda we do something like this: ...
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I am trying to implement the d3d12 window resizing function. First, I delete all the buffers referenced by SwapChain, and then run SwapChain :: ResizeBuffers. At this point I get the error: ...
Range's user avatar
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While compiling the following code. I get a error ...
sdfsafasas's user avatar
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I'm getting this error when I compile this code. D3D12CreateDevice(pAdapter, D3D_FEATURE_LEVEL_12_0, IID_PPV_ARGS(&pDevice)). Error! No such Interface supported I've got a rtx 2060 GPU installed ...
markk1001's user avatar
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I'm using a variant of the D3D12 UWP template that comes with VS2017 Community Edition and I have two related questions: When I add this italicized and bolded code to the vertex shader signature, I ...
Shawn Eary's user avatar
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This NVIDIA document regarding dos and don'ts in DirectX 12 states the following: Use committed resources where possible to give the driver more knowledge This allows the driver to better ...
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The GPU drivers often have slightly different behavior depending on game or program, which is using them. It optimizes performance, bypasses bugs and improves overall experience in popular games, ...
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