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.
68 questions
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What is the proper way to write a pixel shader that only outputs depth?
I have an effect that I want to only write to depth.
commandList->OMSetRenderTargets(0, nullptr, FALSE, &m_mainDepthStencilDescriptorHandle.getCpuHandle());
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How to debug: "D3D12 WARNING: Process is terminating. Using simple reporting."
I have an interop program with DX12 resources, and it exits with:
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Are there common mistakes leading to STATE_SETTING ERROR #907: EXECUTECOMMANDLISTS_WRONGSWAPCHAINBUFFERREFERENCE?
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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Is DirectX 12 or lower just an API?
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?
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How should I bind various types of material data to the ray tracing rendering pipeline in DirectX12?
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 ...
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How to deal with different version of Direct3D12 interfaces?
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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What does each byte in DXGI_FORMAT_R8G8B8A8_UNORM store?
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 ...
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How to play back multiple 4K videos with resizing and cropping
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 ...
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Creating RTV for each array slice of a Texture2DArray
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, ...
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D3D12: how to enable perspective correction when interpolating UV coordinates?
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 ...
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How many command lists should there be in DirectX 12?
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 ...
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Moving the bulk of a recursive ray tracer function to the gpu, using DirectX12 not DirectX 12 DXR HLSL
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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Specifying a root signature in the HLSL code of a DXR shader
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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DX12 - how to update part of a buffer?
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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Building a unified interface for a swap chain in both DirectX 12 and Vulkan
Most objects in DirectX 12 have natural analogues in Vulkan, e.g.
VkInstance = IDXGIFactory
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DirectX12 root signature error while using compute shader with ConsumeStructuredBuffer
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: ...
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What is the difference between cudaExternalMemoryHandleTypeD3D12Resource and cudaExternalMemoryHandleTypeD3D12Heap?
When we import a D3D12 memory object into cuda we do something like this:
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Resize window in D3D12
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:
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Shader code not working
While compiling the following code. I get a error
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D3D12CreateDevice(pAdapter, D3D_FEATURE_LEVEL_12_0) ISSUE
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 ...
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error X4016: SV_InstanceID semantic cannot be used with 10Level9 targets
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 ...
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Why are committed resources better than placed resources?
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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Are GPU drivers hand optimized for specific games using low-level APIs?
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, ...