30 questions
9
votes
1
answer
2k
views
In DX12 what Ordering Guarantees do multiple ExecuteCommandLists calls provide?
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 ...
3
votes
2
answers
2k
views
Skeletal animation bug with Assimp in DirectX 12
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 ...
3
votes
2
answers
4k
views
How can I fix "& requires l-value" [closed]
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, &...
2
votes
1
answer
6k
views
DirectX 12 application is crashing in Windows 11
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, ...
0
votes
2
answers
2k
views
Mix DirectX 12 and XAML controls in UWP
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 ...
0
votes
1
answer
421
views
Direct-X 12 is using the wrong and multiple adapters in C++
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. ...
13
votes
2
answers
3k
views
GetCPUDescriptorHandleForHeapStart stack corruption
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 ...
6
votes
1
answer
2k
views
D3D12 Use backbuffer surface as unordered access view (UAV)
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 ...
5
votes
2
answers
5k
views
DirectX 12 - Descriptor heaps
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 ...
5
votes
1
answer
2k
views
DirectX12 - ExecuteCommandLists and Present function
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 ...
3
votes
1
answer
2k
views
SetGraphicsRootDescriptorTable gives ambiguous error
One of my calls to SetGraphicsRootDescriptorTable returns the following error:
D3D12 ERROR: CGraphicsCommandList::SetGraphicsRootDescriptorTable: The descriptor heap (0x052184B0:'m_lightBufHeap') ...
3
votes
1
answer
9k
views
What is the D3D12 equivalent of D3D11 CreateTexture2D?
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 ...
3
votes
1
answer
4k
views
can't acquire IDXGIDevice or IDXGIDevice1 from ID3D12Device in dx12
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 ...
3
votes
1
answer
5k
views
Sharing ID3D11Buffer and ID3D12Resource
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 ...
2
votes
0
answers
574
views
Exceed end of the virtual address at CreateConstantBufferView
I'm following "Game Programming using DirectX12" ch.6 codes.
But in at ID3DDevice::CreateConstantBufferView, I found D3D12 Error.
D3D12 ERROR: ID3D12Device::CreateConstantBufferView: pDesc-&...