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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d3d Convert 1 descriptor table (2 cbvs) to 2 descriptor table (each one cbv) get screen flicker

I am learning d3d develpoment recently. For the triangle example, I add code about model, view matrix setting. Here I set model, view seperate. There are 3 methods to do this. root constants root ...
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DirectX 12 Ultimate graphics sample generates a D3D12 "CBV Invalid Resource" error

Presently I'm working on updating a Windows 11 DX12 desktop app to take advantage of the technologies introduced by DX12 Ultimate (i.e. mesh shaders, VRS & DXR). All the official samples for ...
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How do I corretly use a Direct X 12 Root Signature?

I know a Direct X 12 Root Signature tells Direct X 12 how to use the resources between the CPU and GPU, but I'm having a hard time using it. I tried using it before but it kept failing saying 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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Is there any debugging facility for DXR ray tracing shaders available?

Quick question: Is there currently any debugging facility for DXR ray tracing shaders available? Neither PIX, nor RenderDoc do currently support debugging of such shaders ...
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What's the relationship between the actor's pose and shape's pose in PhysX?

I have 2 Meshes and I want to add physics to them. The first is a primitive box, the second is a terrain. The box and terrain are made with DirectXMath Using the PhysX library, I made a copy of the ...
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Why are the rules for struct packing different for ConstantBuffer and StructuredBuffer?

For my Compute Shader, I got ...
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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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Compile shader and root signature of a ray tracing shader into a single binary using DXC

I'm new to DXR, so please If I got it right, when we want to compile a ray tracing shader using the DirectX Shader Compiler, we need to specify lib_6_* as the ...
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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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How to get struct layouts from vertex shader input using ID3D12Reflection

I am attempting to write a code generator that builds C++ structs/classes from D3D12 reflection data built using DXC. Given a simple vertex shader signature: ...
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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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Difference between shader input element classification between D3D12 and Vulkan

I'm confused about the difference between the shader input element classifications in D3D12 and Vulkan. For example, in Vulkan I could have the following declarations: ...
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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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Howto use the depth buffer in DirectX 12

To make things short: I am trying to bind and use a depth buffer in D3D12, but it is not working. The depth buffer gets created and bound properly (I can see it in nsight graphics) but does only take ...
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Why can't I create a D3D12 Device with the highest performance adpater retrieved by EnumAdapterByGpuPreference?

...
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How to set root signatures specified in HLSL in my command list?

From Microsoft Docs, I can specify the root signature of my shader in HLSL. How do I use it though? Since at the beginning of the command list, root signature is undefined. I need to use ...
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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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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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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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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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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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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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Shader code not working

While compiling the following code. I get a error ...
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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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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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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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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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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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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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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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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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2 votes
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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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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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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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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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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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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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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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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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3 votes
1 answer
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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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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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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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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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2 votes
2 answers
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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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-1 votes
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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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-2 votes
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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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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 ...
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4 votes
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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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D3D12 ConstantBuffer - Shader receives wrong values

im having trouble with one constantbuffer: ...
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