5,940 questions
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D3D12 root descriptor binding breaks when reordering root parameters or adding resources
I'm running into a weird issue with D3D12 root signatures and root descriptors.
Right now I have a setup like this:
Shader:
ConstantBuffer<frameConstants> frameConstantsData : register(b0);
...
1
vote
1
answer
92
views
Solve Vendor and Device Ids to Names in C#
If I have the following code, how would I need to implement the ResolveXIdToXName methods?
So far I havent been able to get my hands on a easy to use library or API to quickly send this to and resolve ...
2
votes
1
answer
36
views
Can RootConstants defined in HLSL have their visbility limited to more than 1 shader type but not all?
I want to define a root signature like the following
[RootSignature("
RootFlags( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | DENY_HULL_SHADER_ROOT_ACCESS | DENY_DOMAIN_SHADER_ROOT_ACCESS ),
...
1
vote
1
answer
112
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DirectX Agility SDK, guid symbols
I am using the DirectX Agility SDK to ship D3D12Core.dll and d3d12SDKLayers.dll along my exe.
Currently I use the Windows SDK, C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um\dxguid.lib ...
Best practices
1
vote
2
replies
48
views
Is there a way to force iFlip mode from my application?
We have created a UI framework using DirectX and Win32 APIs. Recently we started using iFlip mode. But with iFlip mode DWM automatically switches back to iFlip mode from composited mode, when a popup/ ...
Advice
1
vote
2
replies
74
views
Is optimization done at graphics pipeline creation time between stages?
The reason I'm asking this question is because I have cases in a vertex shader where I have:
layout (location = 0) out float3 outEyeSpacePosition;
layout (location = 1) out float2 out_tex_coords;
And ...
3
votes
1
answer
128
views
Flickering when drawing to IDCompositionSurface
I tried drawing a rounded rectangle via the renderTarget, but encountered an issue where the image disappears every other frame—what could be the cause?
#include <d2d1_1.h>
#include <d2d1_2.h&...
3
votes
2
answers
148
views
What does a min filter do on the same mip level?
In a graphics API like Vulkan, you have VkFilter, which can be NEAREST or LINEAR. Leaving aside the mipmap filtering, which is another thing altogether, I'm trying to understand what the point of the ...
-2
votes
1
answer
210
views
DirectX debug layer dll version mismatch
I was learning directx by https://github.com/d3dcoder/d3d12book, and at one point, it suddenly started not working in Debug mode like this.
So I asked github copilot and he said that the problem was ...
1
vote
1
answer
147
views
Non-uniform access by indexing vs non-uniform access from a switch case or if-else statement
This question is supposed to be in the most general sense possible, this is because I'm using the Slang shading language to apply potentially to multiple graphics APIs.
In OpenGL and Vulkan the ...
1
vote
0
answers
96
views
How to force allocated D3D12 resource to reside in VRAM and not be demoted to shared RAM?
For testing purposes I need a tool that will occupy some amount of VRAM, leaving a reduced available VRAM to the rest of the applications. I implemented a version that somewhat works using D3D12 API, ...
1
vote
1
answer
116
views
Automatic shader PDB resolution in PIX (compiled via dxcompiler.dll)
I'm trying to follow https://devblogs.microsoft.com/pix/using-automatic-shader-pdb-resolution-in-pix
Emitting PDBs for DXIL Shaders (compiled via dxcompiler.dll)
You can discover the relevant ...
1
vote
1
answer
81
views
Can you extract a world (or world-view) matrix from a World-View-Projection (WVP) matrix?
Can you extract a world (or world-view) matrix from a World-View-Projection matrix? Some apps might only provide a WVP matrix to vertex shader inputs. If you intercept them you can't transform ...
1
vote
0
answers
57
views
Why does nuget DirectXShaderCompiler overwrite FXCToolPath
I added Microsoft.Direct3D.DXC so that I would have dxcompiler.dll
But then I couldn't compile Shader Model 5 shaders. The build system couldn't find fxc.exe from the SDK because it looks in the DXC ...
1
vote
0
answers
129
views
Directx 9: How to flip render output
I'd like to add flipping the render output window (X and) of an existing project, a c64 emulator.
It is written in C, and it uses IDirect3DDevice9, so i have to work with this.
I did google a lot, ...