Questions tagged [direct3d12]

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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, ...
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1answer
2k 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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43 views

How to draw lines in Directx12?

I want to draw line between two points (x1,y1,z1) (x2,y2,z2). I want to have possibility to change this line start and end point ...
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24 views

MSAA on raytracing output

In DirectX Raytracing, I see that the results are typically written to a UAV. What if I want the output antialiased (specifically MSAA)? For draw call outputs, I would create multisampled render ...
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1answer
170 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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42 views

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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51 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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0answers
25 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
61 views

Shader code not working

While compiling the following code. I get a error ...
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0answers
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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195 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
142 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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889 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
896 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 ...