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.
Questions tagged [directx-12]
347 questions
12
votes
2 answers
GetCPUDescriptorHandleForHeapStart stack corruption
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 headers support bindings for both C and C++, however…

Cara Ames
- 255
- 1
- 11
8
votes
1 answer
How to detect if developer mode is active on windows 10?
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 mode is on, so far i found nothing on msdn allowing an…

galop1n
- 8,573
- 22
- 36
7
votes
1 answer
directx-12 - How to use commandlist with multiple descriptor heaps?
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 CommandList?
So i setup heap and…

Raphael Mayer
- 667
- 6
- 19
6
votes
2 answers
In DX12 what Ordering Guarantees do multiple ExecuteCommandLists calls provide?
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 closest thing I can find in the documentation is this,…

Lockyer
- 1,311
- 1
- 13
- 30
6
votes
1 answer
DXGI Waitable SwapChain not waiting
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() before starting a new frame (msdn waitable swap…

Antoine Reux
- 61
- 6
6
votes
3 answers
What is the point of D3D12's SetGraphicsRootSignature?
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 to always call it after SetPipelineState, giving it…

Trillian
- 6,207
- 1
- 26
- 36
6
votes
1 answer
Does DirectX 12 eliminate the need for texture atlasing?
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 documentation.
One feature I have seen that could…

Trillian
- 6,207
- 1
- 26
- 36
6
votes
2 answers
Is there a way to host a DirectX12 application inside a WPF window?
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 taught enthusiast. The closest I get from a formal…

FinnTheHuman
- 1,115
- 13
- 29
6
votes
4 answers
How do you draw text in DirectX 12?
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 basic Direct3D12 FPS Test application, and I like to…

ngub05
- 566
- 1
- 8
- 15
6
votes
1 answer
DirectX 12/Mantle/Vulkan and HSA
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, supporting HSA has required some developer…

Haravikk
- 3,109
- 1
- 33
- 46
5
votes
1 answer
d3dx12.h gives a bunch of errors
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->Input. Unfortunately, it gives me a bunch of errors from…

Linkthehero2222
- 305
- 4
- 16
5
votes
1 answer
What is the DirectX 12 equivalent of Vulkan's "transient attachment"?
I have a compute shader which I'd like to output to an image/buffer which is meant to be intermediate stoarge between two pipelines: a compute pipeline, and a graphics pipeline. The graphics pipeline is actually a "dummy", in that it does nothing…

bzm3r
- 3,113
- 6
- 34
- 67
5
votes
0 answers
What does it mean that DX12 has heterogeneous multi GPU support and Vulkan doesn't?
I've been looking into using vulkan to leverage compute capabilities on integrated graphics and discrete graphics capabilities. However, according to this article, despite having multi gpu support through compatible SLI configurations, Vulkan does…

Krupip
- 4,404
- 2
- 32
- 54
5
votes
1 answer
Which format to use for a shader resource view into depth-stencil buffer resource?
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 format to be described either…

Jaanus Varus
- 3,508
- 3
- 31
- 49
5
votes
1 answer
How do I get the DirectX 12 command queue from a swap chain
Assuming a scenario where DX12 is being hooked for overlay rendering it looks like the best function to hook is the IDXGISwapChain::Present the same way it was done for DX11. Having this function hooked the swap chain is available and from that the…

moradin
- 305
- 2
- 6