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Questions tagged [directx-12]

DirectX 12 introduces the next version of Direct3D, the 3D graphics API at the heart of DirectX. This version of Direct3D is faster and more efficient than any previous version. Direct3D 12 enables richer scenes, more objects, more complex effects, and full utilization of modern GPU hardware. It is supported on Windows 10 and Xbox One.

directx-12
0 votes
0 answers
30 views

Directx12 texture with ffmpeg is blinking

I'm trying to encode multiple D3D12 textures into a video file, but the video is flashing black. pCommandQueue->Signal(pFence.Get(), 1); pFence->SetEventOnCompletion(1, pEventHandle); ...
Hoppe's user avatar
  • 39
3 votes
2 answers
94 views

Differences between Microsoft and Nvidia examples of DirectX12 CPU/GPU synchronization

I'm trying to understand the CPU/GPU synchronization in DirectX 12, but there are some things that confuse me. Here is the sample code from Microsoft's HelloFrameBuffering example: // Prepare to ...
ThIsJaCk's user avatar
2 votes
1 answer
130 views

Multiple GPU device vs node mask DirectX12

So in directx12 in a multi-gpu system i'm confused on the directx architecture of when using ID3D12Device matters vs just the node mask. So for one when you enumerate the actual physical devices (plus ...
yosmo78's user avatar
  • 591
1 vote
1 answer
31 views

Can Direct3D 12 render to Xaml.Media.Imaging.SurfaceImageSource?

Here is the tutorial I am using. Chuck has said twice that this is possible https://stackoverflow.com/a/39683147/11998382 However, ISurfaceImageSourceNative::SetDevice accepts a IDXGIDevice which is a ...
Tom Huntington's user avatar
2 votes
0 answers
82 views

How to implement double buffering without using a swap chain in Direct3D12?(RenderTarget is CUDA interop)

I am working on a program that uses Direct3D12 as a filter to convert image data in CUDA memory, with Direct3D12 input as a texture and output as a RenderTarget. I don’t display anything on the screen ...
ugonight's user avatar
-2 votes
1 answer
151 views

What is the best strategy to create root signature in d3d12? [closed]

I am trying to reinvent wheel of d3d12 encapsulation. And I suddenly got an idea that bundle up the pipeline and generate one root signature for them. The problems confuse me currently are: When to ...
QUE's user avatar
  • 9
1 vote
0 answers
89 views

Adress of an l-value [duplicate]

I am trying to follow DirectX 12 guidebook (Introduction to 3D Game Programming). In there there is this code: _device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(...
SigmaKlim's user avatar
1 vote
1 answer
67 views

DirectX 12 texture binding causes memcpy error

I have tried long and hard to solve this. So... I am contacting all of you guys! The issue is that each frame, I try and bind my texture: Texture.hpp class Texture : public Component { public: ...
SoulStealer173's user avatar
2 votes
1 answer
131 views

DispatchRays complains about (in)correct descriptor heap

I am trying to dispatch a compute shader before switching to my raytracing pipeline in DirectX 12 so I have two different pipeline states. One for the compute shader and one for raytracing. The ...
rasqall's user avatar
  • 55
1 vote
0 answers
30 views

What is the use-case off an offset in texture sampling

In HLSL you can sample a texture with a coordinate and you can pass in an offset https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-to-sample The offset is added to texels, ...
samanthaj's user avatar
  • 651
0 votes
1 answer
72 views

Does D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT require padding in ExecuteIndirect D3D12_COMMAND_SIGNATURE_DESCs?

Do the commands in ExecuteIndirect require padding if they are not 64 bit aligned? So I am implementing some calls to ExecuteIndirect and I was defining the command structure like so: const ...
yosmo78's user avatar
  • 591
2 votes
3 answers
186 views

Is it possible to make a D3D12 application in C?

I've seen a lot of posts asking if you can make something using D3D11 and C, but not any that ask if you can make an app using D3D12 and C. I've searched the web for something but haven't really been ...
FulltimeNerd's user avatar
1 vote
1 answer
95 views

Can't get DirectX 12 Vertex Buffer Output Stream working (results are full of zeros)

I've been having trouble trying to implement DirectX 12 vertex buffer output stream to get the world transformed vertex positions. I almost have it working - it does everything no errors but it ...
Twinsen's user avatar
  • 21
0 votes
1 answer
41 views

How to correctly index into an index buffer in DXR

I am working through a simple ray-tracing application with DXR. I am using a single vertex and index buffer for multiple geometries, and the acceleration structure is handling that perfectly. ...
space_doctor's user avatar
1 vote
2 answers
183 views

Compiling simple DirectX program from command line using VS

I've been trying to compile a simple DirectX program from the command line without success. I downloaded the examples from https://github.com/microsoft/DirectX-Graphics-Samples opened any project in ...
Dennis Eichhorn's user avatar

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