Questions tagged [direct3d12]

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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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1answer
109 views

How can I write a D3D12 texture in cuda?

One point about such pipeline is that everything happens in GPU and bypass the CPU. The texture is created as such: ...
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1answer
14 views

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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1answer
19 views

How to get DXGI_ERROR description?

In a D3D12 program, I encounter a DGXI_ERROR (CreateSharedHandle return an int <0), but I ...
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1answer
92 views

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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How to divide commands to CommandLists in DirectX12/Vulkan?

Currently my DirectX graphics engine submits all draw commands in a single, large CommandList. I want to paralellize my CommandList recording to improve performance on CPU side, but I'd have to ...
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23 views

Array textures on Pixel shader

I'm developing on D3D11 and D3D12 in parallel. D3D12 is really difficult, but I learn it gradually. I faced a problem such as passing an array of textures to a vertex Shader. The method ...
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19 views

Is there a way to know if an ID3D12Resource is committed or placed?

I'm trying to find out if a ID3D12Resource was created with CreateCommittedResource or ...
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0answers
55 views

Shader code not working

While compiling the following code. I get a error ...
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1answer
28 views

What is the difference between D3D12 structures/functions with terminal 1 in the name and without?

I could not figure out the difference between for instance CD3DX12_DESCRIPTOR_RANGE and CD3DX12_DESCRIPTOR_RANGE1. Why do both exist? Which should I use? Is there a general rule of behavior/usage/...
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29 views

Why is there 2 viewport in D3D12Fullscreen sample? What is sceneviewport for?

In Microsoft's DX12 sample, there are 2 viewports (with 2 scissors, and 2 heap descriptors). It seems that only the postviewport is used (at each resize, ...
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1answer
112 views

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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Is it possible to dispatch a specific range of thread groups in D3D compute?

I have a procedural 3D texture that is generated in a compute shader. I want to update a small, specific portion of the texture only (eg: bottom right corner). It seems wasteful to dispatch all thread ...
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18 views

Directx Ray Tracing Dxr Support Application Issue

I have a question, I have source code that is old that was built in visual studio 2003 and It does not allow me to compile DirectX12 code in visual studio 2003 so my Attentions was to take my old game ...
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1answer
93 views

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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242 views

What are these leaked objects?

I'm working on the fifth iteration of my game engine, this time in C++ and Direct3D12. While I was working on supporting delayed object deletion, I started getting messages on the console about ...
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1answer
67 views

Rendering PhysX Primitive Geometry in DirectX 12

I created a scene with two primitive geometries (Sphere and Box). Now I want to recreate what I see in the scene (PhysX Visual Debugger) in my game engine window, but I can't find any functions that ...
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0answers
325 views

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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1answer
144 views

Directx 12 Root signature compatibility with pso

Can you bind a different root signature than the one that pipeline was created with? If so does it have to have exactly the same parameters or could it have like one more but the pipeline will ignore ...
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0answers
122 views

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, ...
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1answer
408 views

DX12 Passing an Instance Buffer

I'm trying to take the DX12 Cube Demo that comes with VS2017 Community and draw three cubes instead of one. Unfortunately, the VertexShader doesn't seem to be getting my instance data. In my ...
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1answer
594 views

How do I draw text using DirectX 12?

I'm currently tasked with porting a control from Direct 11 to DirectX 12. How do I draw text on the screen? How do I draw any 2D on a DirectX 12 device? Current Text rendering code is below: <...
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146 views

Crash on creating pipeline state - “the parameter is incorrect” - HRESULT 0x80070057

All input appears valid, although the DirectX12.ShaderByteCode() pointer is null - I don't know if that's indicative of anything; the buffer does contain data. Edit: Diagnostic hub output: ...
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1answer
95 views

CreateGraphicsPipelineState

Hi! Would someone answer my question, please? Does the title's method create the same components always or verify possible duplicates? For exaple: I have one D3D12_INPUT_LAYOUT_DESC struct and two ...
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1answer
104 views

Direct3D 12 STATE_CREATION ERROR #649: CREATE_CONSTANT_BUFFER_VIEW_INVALID_RESOURCE

Every time my constant buffer helper creates the "Constant buffer view" with the CreateConstantBufferView method i get an error which states: D3D12 ERROR: ...
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1answer
121 views

How do I know my VRAM upload is ready to be used?

Previosuly in Direct3D 9 and 11, if I wanted to update a resource in a Default heap, for example, a Vertex Buffer, I would lock the memory of the buffer, copy the data to the returned pointer, and ...
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1answer
664 views

Accessing UAV data in a Pixel Shader SRV

I'm working with a basic compute shader which only task is to modify the input color of an UAV. This UAV data should then be passed to an SRV in a pixel shader which should then output this color. The ...
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1answer
340 views

CreateShaderResourceView fails because of plane slice

I'm trying to write a wrapper for the CreateShaderResourceView method inside my Texture class, which shouldn't be any problem at all since everything was working ...
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1answer
1k views

Direct3D 12 can't create a swap chain

I'm learning DirectX12 and I'm trying to create a simple application that clears the screen with a solid color, but I'm stuck in Direct3D initialization. I can't create the swap chain and the ...
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2answers
148 views

When the book talk about CreateSamplerState in D3d11, what I have to do in D3d12?

I want to build a virtual earth, so I read the book '3D Engine Design for Virtual Globes' by Patrik Cozzi and Kevin Ring. But the book talk the CreateSamplerState in D3d11.I havn't used D3d11, I just ...
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0answers
760 views

How to update vertex buffer in DirectX 12

I would like to create cloth simulation. Which type of buffer should i use for vertices. I will need to update them on every frame. And how updates need to be done. I'm new to graphics programming, ...
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1answer
251 views

How to draw HUD in DirectX12?

I would like to draw reference frame to see how my camera moves around scene. I want these arrows to always be on the top of other geometry. How can I achieve it? I think I need to disable depth test ...
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2answers
972 views

DirectX 12 and Feature levels

As far as I know the DirectX12 SDK that comes with the Windows 10 SDK can only be used on a Windows 10 machine. Although I'm not entirely sure about the runtime and the use of future levels (which ...
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1answer
686 views

unable to create a IDXGIDevice with D3D12CreateDevice()

I was trying to do a bare bones simple build similar to some Directx samples. First I have to use __uuid() instead of ...
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1answer
966 views

DirectX 12 using Visual studio 2015 on Windows 7 SP1

I'm trying to work with a directx 12 sample using windows 10 sdk, visual studio 2015, on windows 7 SP1. I get the following error The procedure entry point CreateFile2 could not be located in the ...
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1answer
199 views

Directx 12 Vertex buffer/shader question

Is there a way to process individual vertex that get pumped into the vertex shader. I have a cube and pyramid. I want to multiply a different worldviewproj matrix for the cube. So the first 8 vertex ...
3
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1answer
535 views

Dynamic Shader Linkage in DirectX12?

Do the dynamic shader linking concepts introduced in DirectX11 ShaderModel 5.0 still work in DirectX12? In the documentation the reflection API is still available (e.g. ...
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1answer
329 views

D3D12 ConstantBuffer - Shader receives wrong values

im having trouble with one constantbuffer: ...
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2answers
798 views

D3D12 device not supported

In the last days, I tried to learn the basics of Direct3D12, using some online resources and tutorials/demos. After failing to run the demos, I created a new project in Visual Studio 2015, added the ...