Questions tagged [directx12]
The directx12 tag has no usage guidance.
15
questions with no upvoted or accepted answers
6
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answers
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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 ...
3
votes
0
answers
157
views
Global root signature crash
I have a problem with RTPSO creation. Using local root signatures for each of rgs (ray generation shader), chs (closest hit), miss is working correctly. However, for performance sake, I want to use ...
2
votes
0
answers
119
views
CBV, IBV and VBV byte alignment
The CBV (constant buffer view) SizeInBytes is required to be 256-byte aligned.
Should the associated ID3D12Resource have a ...
2
votes
0
answers
341
views
Corrupt values when writing and reading from the same RWTexture2D in HLSL/DirectX?
I'm playing around with DirectX 12 ray tracing, and I'm trying to read and write data to a 32-bit RGBA floating point RWTexture2DArray within a DirectX 12 HLSL shader. I'm getting weird corruption/...
2
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0
answers
187
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Difference between Passing Instance Data to Vertex Shader methods
I see two kinds of passing Instance Data to Vertex Shader in different Examples.
1 .Using a Uniform Buffer and filling in an array, like below
...
2
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0
answers
29
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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 ...
1
vote
0
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91
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Does WebGPU Have Significant Feature/Functionality Gaps As Compared to Vulkan/DirectX12/Metal?
A friend and I are considering using webgpu native (more specifically C++ bindings) for a project. We were wondering, since WebGPU likely runs on top of Vulkan XOR DirectX12 XOR Metal at any given ...
1
vote
0
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67
views
Imprecise TEXCOORD interpolation of a screen quad in DirectX
I was debugging with RenderDoc an issue on an app based on Directx11 and 12 that draw screen space quads to perform various baking steps. These baking steps just render a quad in clip space without ...
1
vote
0
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615
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DX12 Debug Layer doesn't output detailed error information
When I use the CreateGraphicsPipelineState function in DX12, there's an error "E_INVALIDARG One or more arguments are invalid." returned by the function, but there isn't detailed information ...
1
vote
0
answers
151
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
...
0
votes
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21
views
How to use unbound descriptor range properly in descriptor tables
I am trying to use 2 "D3D12_DESCRIPTOR_RANGE" in a root descriptor table,defined as follows:
...
0
votes
0
answers
24
views
Clip Space View Frustrum Culling Not Working Properly
I don't understand why this happening. I included the code that I am using to check if a vertex is inside the view frustum.
...
0
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48
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When do we need Dx12 Descriptors to be contiguous?
In many tutorials and examples code of DirectX 12 we can find ways to manage descriptors by creating a few descriptor heaps and allocating manually descriptors inside of them
(e.g. in Mini Engine the <...
0
votes
1
answer
101
views
Am I creating my raygeneration shader correctly
Hi I want to create a ray generation shader which traces rays inside a box frustum given by an Orthographic projection matrix(XMMatrixOrthographicLH) I use the following ray generation shader code:
<...
0
votes
0
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311
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Weird PIX behavior with DXC
Recently I've switched from FXC to DXC to compile shader model 6.0. It compiles well without errors (and runs well) but I can't debug shaders because on my netbook PIX says "failed to load PDB ...