Questions tagged [directx12]
DirectX 12 is the 12th version of Microsoft's DirectX API, which is used to develop and handle tasks related to Multimedia, such as game programming, 3D visualizations and video on Microsoft platforms.
68 questions
0 votes
1 answer
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What is the proper way to write a pixel shader that only outputs depth?
I have an effect that I want to only write to depth. commandList->OMSetRenderTargets(0, nullptr, FALSE, &m_mainDepthStencilDescriptorHandle.getCpuHandle()); ...
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How to debug: "D3D12 WARNING: Process is terminating. Using simple reporting."
I have an interop program with DX12 resources, and it exits with: ...
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0 answers
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Are there common mistakes leading to STATE_SETTING ERROR #907: EXECUTECOMMANDLISTS_WRONGSWAPCHAINBUFFERREFERENCE?
I got an error D3D12 ERROR: ID3D12CommandQueue::ExecuteCommandLists: A command list, which writes to a swapchain back buffer, may only be executed when that back buffer is the back buffer that will ...
1 vote
1 answer
102 views
1 vote
1 answer
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Is DirectX 12 or lower just an API?
I am programming a game using DirectX 12. Shall it support all GPUs? Or just newer GPUs? What about the version of the Windows OS supported? What changes when a new DirectX version comes?
2 votes
1 answer
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How should I bind various types of material data to the ray tracing rendering pipeline in DirectX12?
My problem is a bit complicated. When doing ray tracing rendering, all data in the scene needs to be prepared. In addition to texture resources, each object to be rendered will also have its own ...
2 votes
1 answer
465 views
How to deal with different version of Direct3D12 interfaces?
Let's say I want to enable debug layers for a Direct3D 12 renderer, for which I need to create a ID3D12Debug object. Problem is, there are 6 different version of ...
5 votes
1 answer
2k views
What does each byte in DXGI_FORMAT_R8G8B8A8_UNORM store?
I'm studying DX12. I came across this texture format: DXGI_FORMAT_R8G8B8A8_UNORM A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits per channel including alpha. It's ...