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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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 ...
AshenvaleZX's user avatar
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What does VSync mean on a variable refresh rate monitor?

A game which enables VSync means that the game frames get synchronized to the monitor's refresh rate (to avoid tearing). A variable refresh rate monitor means that the monitor refresh rate gets ...
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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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Isometric camera lookat

I'm trying to make my isometric camera follow my player or lookat any other object projection matrix is ...
anotherone's user avatar
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How to deal with D3D12 live object caused by IDXGISwapChain::GetBuffer?

I get D3D12 WARNING if IDXGISwapChain::GetBuffer is called. I know that this incurs increase in ref count of swap chain, and the resource pointer retrieved by GetBuffer is not supposed to be manually ...
YoonSeok OH's user avatar
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How to read pixel data from a ID3D12Resource?

I'm trying to read pixel data of a D3D12 render target (ID3D12Resource) for h264 encoding/streaming, I tried asking on DirectX Discord and also GPT and still I got ...
Cyclone's user avatar
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4 votes
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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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Difference between Command Lists and Deferred context

I'm new to DirectX and I feel like I killed Google search but still cannot find information about the difference between these: Immediate context + Command Lists Immediate context + Deferred context (...
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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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"An ID3D12Resource object is referenced by GPU operations in-flight on Command Queue": When Should I Create my Buffers?

When trying to re-create my vertex buffers, my app crashes and I get this error: D3D12 ERROR: ID3D12Resource2::: CORRUPTION: An ID3D12Resource object (0x000001DDEBA98FC0:'Vertex Buffer Default ...
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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, ...
user722227's user avatar
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Directx12 command list reset close memory leak

I simply reset and close the command list but my memory usage goes up 5 gb per second. This is the simple list of things I do Reset command buffer Close command buffer Reset command allocator I feel ...
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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 ...
Mike Tearon's user avatar
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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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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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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 ...
jaysonpowers's user avatar
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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 ...
0xbadf00d's user avatar
2 votes
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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 ...
Ohjurot's user avatar
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Why can't I create a D3D12 Device with the highest performance adpater retrieved by EnumAdapterByGpuPreference?

...
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1 answer
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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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1 answer
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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: ...
Hooman's user avatar
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2 votes
1 answer
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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: ...
Soleil's user avatar
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1 answer
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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: ...
Soleil's user avatar
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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 ...
Soleil's user avatar
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1 answer
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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: ...
Range's user avatar
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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 ...
Range's user avatar
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Shader code not working

While compiling the following code. I get a error ...
sdfsafasas's user avatar
1 vote
1 answer
128 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/...
Soleil's user avatar
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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 ...
markk1001's user avatar
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0 answers
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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 ...
markk1001's user avatar
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1 answer
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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 ...
Shawn Eary's user avatar
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1 answer
428 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 ...
Veasst's user avatar
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3 votes
1 answer
3k 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 ...
Panda Pajama's user avatar
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1 vote
1 answer
622 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 ...
Werem's user avatar
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0 answers
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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, ...
CodeSandwich's user avatar
2 votes
1 answer
2k 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 ...
Shawn Eary's user avatar
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1 answer
2k 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: <...
Reaper's user avatar
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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: ...
Narf the Mouse's user avatar
1 vote
1 answer
187 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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1 answer
614 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: ...
Kyle B Cox's user avatar
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1 answer
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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 ...
Panda Pajama's user avatar
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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 ...
Riggs's user avatar
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1 answer
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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 ...
Riggs's user avatar
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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 ...
Luca's user avatar
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