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2 votes
0 answers
384 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/...
b1skit's user avatar
  • 161
2 votes
1 answer
479 views

Is it possible to bind dynamic texture samplers to a shader in DX12?

So usually texture samplers are set directly in the D3D12_ROOT_SIGNATURE_DESC structure in DX12, at least that's how I've been setting them. I was wondering if it's ...
mbl's user avatar
  • 301
1 vote
1 answer
315 views

How can I control memory for command allocators and command queues in D3D12?

The D3D12 programming guide suggests specific allocation strategies for command queues and allocators, but the creation methods for those objects operate directly on queue/allocator pointers without ...
Paul Ferris's user avatar