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Questions tagged [directx12]

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Where to store a very small set of shading constants in D3D12?

My rendering engine heavily uses implicit rendering techniques, so I have relatively little constant data to upload every frame (just 240 bytes of rendering settings; surface parameters are passed ...
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0answers
14 views

Should I use common resource bindings across all my shaders in HLSL/D3D12?

Will unaccessed bindings consume cache or bandwidth? I want to improve cache usage by splitting the per-path information in my renderer across different resources, but I also want to keep my binding ...
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0answers
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Is it possible to have multiple descriptor ranges in a single descriptor table?

Let's say I have the following registers in my HLSL 5.1 shader: Texture2DArray g_texture_array : register(t1); Texture2D g_texture[10] : register(t0); I had in ...
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0answers
115 views

How to account for self intersection with large ray tracing scenes?

I'm working on a hybrid real time ray tracing project and trying to tackle the problem of self-intersection with larger scenes due to loss of float accuracy. The logic I'm trying to use is based on ...
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1answer
37 views

Is it possible to bind dynamic texture samplers to a shader in DX12?

So usually texture samplers are set directly in the D3D12_ROOT_SIGNATURE_DESC structure in DX12, at least that's how I've been setting them. I was wondering if it's ...
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1answer
81 views

How can I control memory for command allocators and command queues in D3D12?

The D3D12 programming guide suggests specific allocation strategies for command queues and allocators, but the creation methods for those objects operate directly on queue/allocator pointers without ...
2
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1answer
46 views

Is there an analogue of OpenGL's ImageLoadStore in DirectX 12?

I'm trying to port part of an OpenGL program into an existing DirectX 12 software, at some point in their shaders they use OpenGL ImageLoadStore in order to store information in 3D Textures without ...
4
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1answer
98 views

How much does driver quality affect Vulkan and DX12 compared to OpenGL and DX11?

Considering the fact that Vulkan and DX12 delegate most of the memory management / work scheduling tasks to the application itself, how much do drivers affect performance? To put my question into ...
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2answers
67 views

Writing data to a shader resource at runtime in DX12

I'm hoping to port my existing toy raytracer to a window so that I can see samples accumulate over time. And then port over to Pixar's pmj02: https://graphics.pixar.com/library/...
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0answers
30 views

D3D12EnableExperimentalFeatures causes D3D12CreateDevice to fail

I am following Nvidia's DXR tutorial: D3D12HelloTriangle. I call below code before creating device and it returns true ...
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1answer
155 views

DirectX 12: Uploading multiple buffers to 1 default heap using the UpdateSubresources API without explicit copies

Consider a situation where there are 3 different buffers describing a particular mesh piece: vBuffer, nBuffer, ...
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1answer
166 views

Do we really need a fence event?

One of the hardest things for me with the modern closer to the metal graphics APIs is understanding synchronization. I usually try to simplify things in order to understand the concept better. In ...
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1answer
105 views

What mechanisms are being used by Directx12 and Vulkan APIs in order to communicate with graphic card drivers internally?

I am trying and learning to develop a low level graphics API. I want to know, how do modern graphics APIs manage to communicate with graphic card drivers (to tackle GPU) so efficiently and in an ...
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2answers
479 views

How does ID3D12Resource::Map work?

How does Map() work? I would guess that it allocates memory to fit the resource size (or a range of it), but when are the bytes sent to the GPU?
1
vote
1answer
592 views

Readback Data through Buffers

I am pretty new to the dx12 world. As a sample project I am trying to add 2 buffers and store the output in yet another output buffer. As apart of this debugging I am trying to see if the buffers that ...
1
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1answer
123 views

DX12 compute signature

Can i have a root signature with 3 root parameters all being of the UAV type? Because what I am trying to do is, add two buffers and put the output of that in a output buffer. In the following ...
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1answer
207 views

Compute Shader PSO Dx12

I am new to the DX12 world and I am currently trying to tweak the nbody_gravity DX12 sample, but appending or calling another Compute Shader which is to add 2 buffers to produce an output in a ...
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2answers
2k views

What's the main difference of pipeline process between Vulkan and DX12?

DX12 introduces a new feature of pipeline named 'Bundle'. It seems that can optimize the command list, and send it to final pipeline. Vulkan invent some different pipeline: The graphic pipeline and ...
4
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1answer
91 views

Hlsl - registers type

Is there any difference between registers types in hlsl? For example when using register t0 for UAV will it be somehow precache ...
6
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1answer
4k views

How does DirectX 12 SLI VRAM stacking work?

Mainly talking about dual-SLI here for consistency. With past DirectX (and OpenGL) APIs, VRAM was mirrored across graphics cards. With dual-SLI, this was possible by rendering one frame with one ...
7
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1answer
577 views

DirectX12 CbvHeap

With directX12 they introduced heap descriptors. A way for us to describe the table for resources we wanted to send to the shaders. I'm admittedly very new at computer graphics and only tinkered a bit ...
4
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1answer
2k views

DirectX 12 Constant Buffer Binding

I can't really seem to figure out how to bind two constant buffers to my shaders. I have them described like so. One in slot b0 and the other in slot b1. ...
4
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1answer
592 views

Dx12 Vertex Buffer incorrect

I'm playing around with directX 12 and I'm having some problems loading geometry in. I have a std::vector vertices definition and I do exactly what the dx12 template does with it. ...
11
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1answer
2k views

How many Direct/Compute/Copy Queues are meaningful?

DirectX 12 exposes command queues for either graphics (called "Direct"), compute or copy tasks. In terms of provided functionality, each one is a super-set of the following one. The specification ...
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3answers
592 views

Why is thread safety such a huge deal for Graphics APIs?

Both Vulkan and DirectX12 are claimed to be usable in a thread-safe manner. People seem to be excited about that. Why is this considered such a huge feature? The "real" processing gets thrown over ...