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Questions tagged [directx12]

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0answers
12 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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0answers
37 views

Should I jump straight to DirectX 12 or is it better to start from DirectX 11 given some OpenGL experience?

I've been studying OGL and developing an engine on it for about 2 years now. I'd like to port this engine to Windows/DirectX eventually, but, before I start, I'd like to ask for advise from people who ...
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1answer
62 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
107 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
95 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 ...
4
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2answers
237 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
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1answer
388 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
111 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 ...
1
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1answer
175 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
1k 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
89 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
524 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 ...
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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
527 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
1k 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 ...
21
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3answers
497 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 ...