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9 votes
1 answer
2k views

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 ...
Lockyer's user avatar
  • 1,431
3 votes
2 answers
2k views

I am using Assimp to load an FBX model with animation (created in Blender) into my DirectX 12 game, but I'm experiencing a very frustrating bug with the animation rendered by the game application. The ...
Maico De Blasio's user avatar
3 votes
2 answers
4k views

So, I created a project and copied this tutorial in it. When I tried to run it, it gave me this error: C2102 & requires l-value at m_commandList->ResourceBarrier(1, &...
EmileT16's user avatar
  • 325
2 votes
1 answer
6k views

I'm quite a ways into a DirectX 12 desktop x64 application built upon several of the DirectX Tool Kit examples, but now also supports custom shaders for directional and omnidirectional shadows, ...
Maico De Blasio's user avatar
0 votes
2 answers
2k views

I would like to create a UWP app (XAML) with C++/CX and DirectX 12 so that I can mix both XAML controls (things like Grid, buttons...) and DirectX, something like a Level Editor, but I'm struggling to ...
x3derr8's user avatar
  • 63
0 votes
1 answer
421 views

I'm coding a C++ game from scratch using the Direct-X 12 API. I'm using a few tutorials: Braynzar Soft Direct-X 12 tutorial, Alian Direct-X 12 and a few others. Each one I use runs and has no errors. ...
Sammy's user avatar
  • 41
13 votes
2 answers
3k views

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 ...
Cara Ames's user avatar
  • 275
6 votes
1 answer
2k views

Im making a simple raytracer for a schoolproject were a compute shader is supposed to be used to shade a triangle or some other primitive. For this I'd like to write to a backbuffer-surface directly ...
GPUretarded's user avatar
5 votes
2 answers
5k views

I've just been starting to learn the new DirectX 12 API. I want to write sone kind of rendering engine on top of dx12 and during initialization I'm supposed to create descriptor heaps. The problem ...
Philipp Neufeld's user avatar
5 votes
1 answer
2k views

I found that in the Microsoft sample example: void D3D12HelloTriangle::OnRender() { // Record all the commands we need to render the scene into the command list. PopulateCommandList(); // Execute ...
wh1sp3r's user avatar
  • 1,732
3 votes
1 answer
2k views

One of my calls to SetGraphicsRootDescriptorTable returns the following error: D3D12 ERROR: CGraphicsCommandList::SetGraphicsRootDescriptorTable: The descriptor heap (0x052184B0:'m_lightBufHeap') ...
jsg's user avatar
  • 33
3 votes
1 answer
9k views

I'm new to direct3d programming and I have been building a simple windows application to display 4 images one after other with d3d12. I know a basic understanding of the D3D12 architecture and so far ...
ngub05's user avatar
  • 606
3 votes
1 answer
4k views

I'd like to call IDXGIDevice1::SetMaximumFrameLatency method from my dx12app, for that I need to get a valid IDXGIDevice1 from the current Direct3D 12 device. querying the interface return a ...
K Klip's user avatar
  • 31
3 votes
1 answer
5k views

In D3D11/D3D12, Is it at all possible to share an ID3D11Buffer with an ID3D12Resource one way or the other? I know it's possible to share ID3D11Texture2D, but it seems like ID3D11Buffer sharing across ...
Alex Borgue's user avatar
2 votes
0 answers
574 views

I'm following "Game Programming using DirectX12" ch.6 codes. But in at ID3DDevice::CreateConstantBufferView, I found D3D12 Error. D3D12 ERROR: ID3D12Device::CreateConstantBufferView: pDesc-&...
RedChiken's user avatar

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