directx-12 Questions

2

I have a RWTexture2D<float4> which was filled by a ray generation shader. I need to scale every pixel by a common constant value, which is only known after the ray generation shader has finis...
Proliferation asked 3/4 at 20:10

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This is a follow-up question of How do you draw text in DirectX 11? In Direct3D-12, things got much more complex and since it's new I couldn't find any suitable libraries online. I'm building a ...
Millennium asked 4/4, 2016 at 4:31

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I've stumbled upon a rather unusual problem while programming with DirectX 12.0. No research so far has been insightful. I am programming using C (not C++). It would appear the official DirectX 12...
Feather asked 6/12, 2015 at 15:11

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I'm trying to learn DirectX 12 and i found out these tutorials on github. I downloaded everything and i tried to run the HelloWindow project. I linked the d3d12.lib in Debug->Options->Linker-...
Creditable asked 14/12, 2020 at 18:36

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I am trying to create two applications. One application will render a texture off-screen and the second application will read it from graphic memory and render/present it on window. My doubt is is...
Wandawander asked 17/1, 2020 at 7:7

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I am a little confused about the existence of the ID3D12GraphicsCommandList::SetGraphicsRootSignature method. From what I understand of this MSDN page, it seems that the only valid usage of it is t...
Battue asked 22/7, 2016 at 21:48

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Assuming a single threaded application. If you call ExecuteCommandLists twice (A and B). Is A guaranteed to execute all of its commands on the GPU before starting any of the commands from B? The cl...
Granese asked 18/9, 2018 at 11:52

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I know the terminology of this question must be all wrong, but please bear with me and try to see things from my layman's point of view (I have no formation in computer technology, I'm a self taugh...
Shorthanded asked 6/6, 2016 at 21:57

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I've just been starting to learn the new DirectX 12 API. I want to write sone kind of rendering engine on top of dx12 and during initialization I'm supposed to create descriptor heaps. The problem ...
Rhizotomy asked 17/5, 2016 at 13:17

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Im making a simple raytracer for a schoolproject were a compute shader is supposed to be used to shade a triangle or some other primitive. For this I'd like to write to a backbuffer-surface direct...
Gentlewoman asked 19/12, 2017 at 8:59

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I setup a DX12 application that only clears the backbuffer every frame. It really is barebone : no PSO, no root... The only particularity is that it waits on the swapChain to be done with Present()...
Liesa asked 4/5, 2017 at 13:32

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ID3D12Device::SetStablePowerState function call is only available if developer mode is turned on in the system. If not, it triggers a device removal. Is there an API to detect if the developer mod...
Flatworm asked 19/12, 2016 at 21:49

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The depth-stencil buffer resource is defined as DXGI_FORMAT_D24_UNORM_S8_UINT format. I would have assumed that to create a shader resource view (SRV) into that resource would require the view f...
Waw asked 13/8, 2016 at 14:11

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I remember when I saw the initial talks on DirectX 12, I thought that it eliminated the need for texture atlasing. However it doesn't seem as obvious a conclusion now that I'm going through the doc...
Opulence asked 21/7, 2016 at 16:14

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With the rise of lower-level graphics APIs such as DirectX 12, Mantle and Vulkan, I'm wondering how these interact (if at all) with a Heterogeneous System Architecture (HSA)? As I understand it, s...
Thorne asked 3/11, 2015 at 11:40

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Currently going through microsofts examples, it is noticable, that only one cbv_srv_uav heap is used per commandlist (+ maybe on additional sampler heap). Is it possible to use multiple heaps per ...
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