DirectX Developer Blog

Coming to DirectX 12: D3D9On12 and D3D11On12 Resource Interop APIs

D3D is introducing D3D9on12 with resource interop APIs and adding similar resource interop APIs to D3D11on12.  With this new support, callers can now retrieve the underlying D3D12 resource from the D3D11 or D3D9 resource object even when the resource was created with D3D11 or D3D9 API.   

Coming to DirectX 12: More control over memory allocation

In the next update to Windows, D3D12 will be adding two new flags to the D3D12_HEAP_FLAG enumeration. These new flags are “impermanent” properties, which don’t affect the resulting memory itself, but rather the way in which it’s allocated. This gives app developers more control and flexibility.

Coming to DirectX 12— Mesh Shaders and Amplification Shaders: Reinventing the Geometry Pipeline  

D3D12 is adding two new shader stages: the Mesh Shader and the Amplification Shader. These additions will streamline the rendering pipeline, while simultaneously boosting flexibility and efficiency.  In this new and improved pre-rasterization pipeline, Mesh and Amplification Shaders will optionally replace the section of the pipeline consisting of the Input Assembler as well as Vertex,

Dev Preview of New DirectX 12 Features

In this blog post, we will preview a suite of new DirectX 12 features, including DirectX Raytracing tier 1.1, Mesh Shader, and Sampler Feedback. All these features are currently available in Windows 10 Insider Preview Builds (20H1).

A Look Inside D3D12 Resource State Barriers

Many D3D12 developers have become accustomed to managing resource state transitions and read/write hazards themselves using the ResourceBarrier API. Prior to D3D12, such details were handled internally by the driver.  However, D3D12 command lists cannot provide the same deterministic state tracking as D3D10 and D3D11 device contexts. 

DRED v1.2 supports PIX marker and event strings in Auto-Breadcrumbs

In Windows 10 1903, DRED 1.1 provided D3D12 developers with the ability to diagnose device removed events using GPU page fault data and automatic breadcrumbs. As a result, TDR debugging pain has been greatly reduced.  Hooray!  Unfortunately, developers still struggle to pinpoint which specific GPU workloads triggered the error. 

D3DConfig: A new tool to manage DirectX Control Panel settings

The DirectX Control Panel (DXCpl.exe) has dutifully given developers the ability to configure Direct3D debug settings for nearly two decades.  But what started as a simple utility for controlling D3D debug output and driver type selection has struggled to keep up with modern DX12 debugging options. 

Uncategorized

Coming to DirectX 12: D3D9On12 and D3D11On12 Resource Interop APIs

D3D is introducing D3D9on12 with resource interop APIs and adding similar resource interop APIs to D3D11on12.  With this new support, callers can now retrieve the underlying D3D12 resource from the D3D11 or D3D9 resource object even when the resource was created with D3D11 or D3D9 API.   

Coming to DirectX 12: More control over memory allocation

In the next update to Windows, D3D12 will be adding two new flags to the D3D12_HEAP_FLAG enumeration. These new flags are “impermanent” properties, which don’t affect the resulting memory itself, but rather the way in which it’s allocated. This gives app developers more control and flexibility.

Coming to DirectX 12— Mesh Shaders and Amplification Shaders: Reinventing the Geometry Pipeline  

D3D12 is adding two new shader stages: the Mesh Shader and the Amplification Shader. These additions will streamline the rendering pipeline, while simultaneously boosting flexibility and efficiency.  In this new and improved pre-rasterization pipeline, Mesh and Amplification Shaders will optionally replace the section of the pipeline consisting of the Input Assembler as well as Vertex,

DirectX Raytracing (DXR) Tier 1.1

An overview of features in DXR Tier 1.1.

Coming to DirectX 12— Sampler Feedback: some useful once-hidden data, unlocked

Why Feedback: A Streaming Scenario
Suppose you are shading a complicated 3D scene. The camera moves swiftly throughout the scene, causing some objects to be moved into different levels of detail. Since you need to aggressively optimize for memory, you bind resources to cope with the demand for different LODs.

Dev Preview of New DirectX 12 Features

In this blog post, we will preview a suite of new DirectX 12 features, including DirectX Raytracing tier 1.1, Mesh Shader, and Sampler Feedback. All these features are currently available in Windows 10 Insider Preview Builds (20H1).

A Look Inside D3D12 Resource State Barriers

Many D3D12 developers have become accustomed to managing resource state transitions and read/write hazards themselves using the ResourceBarrier API. Prior to D3D12, such details were handled internally by the driver.  However, D3D12 command lists cannot provide the same deterministic state tracking as D3D10 and D3D11 device contexts. 

DRED v1.2 supports PIX marker and event strings in Auto-Breadcrumbs

In Windows 10 1903, DRED 1.1 provided D3D12 developers with the ability to diagnose device removed events using GPU page fault data and automatic breadcrumbs. As a result, TDR debugging pain has been greatly reduced.  Hooray!  Unfortunately, developers still struggle to pinpoint which specific GPU workloads triggered the error. 

D3DConfig: A new tool to manage DirectX Control Panel settings

The DirectX Control Panel (DXCpl.exe) has dutifully given developers the ability to configure Direct3D debug settings for nearly two decades.  But what started as a simple utility for controlling D3D debug output and driver type selection has struggled to keep up with modern DX12 debugging options. 

Porting DirectX 12 games to Windows 7

We publish documents, header files, binaries, and samples to allow game developers to run their DirectX 12 games on Windows 7.