
- DIRECTX 12 GPU HOW TO
- DIRECTX 12 GPU FOR WINDOWS 10
- DIRECTX 12 GPU CODE
- DIRECTX 12 GPU MAC
- DIRECTX 12 GPU WINDOWS
In general, an API is designed for a specific OS. However, unlike paint, the output program of a graphics API is only readable by the API used to design it. Think of it as MS Paint where the game is the painting and the paint application is the API. A graphics API is a platform where the actual game designing and mechanics are figured out. Now, what does a graphics API like DirectX do? It acts as an intermediate between the game engine and the graphics drivers, which in turn interact with the OS Kernel.
DIRECTX 12 GPU MAC
OpenGL and Vulkan, on the other hand, run on Mac as well as Linux.
DIRECTX 12 GPU WINDOWS
However, unlike its counterparts, DX is a Microsoft proprietary platform and only runs on Windows natively. Like Vulkan and OpenGL, DirectX is an API that allows you to run video games on your computer. But what exactly is DirectX 12 and how is it different from DirectX 11. This includes better CPU utilization, closer to metal access as well as a host of new features most notably ray-tracing or DXR (DirectX Ray-tracing). To enable the debug layer, call EnableDebugLayer.DirectX 12 debuted two years back, promising significant performance and efficiency boosts across the board. Pipeline State: 0x0000016F572C89F0:'Unnamed ID3D12PipelineState Object', Shader Code: E:\FileShare\MiniEngine_GitHub_160128\MiniEngine_GitHub\Core\Shaders\SharpeningUpsamplePS.hlsl(37,2-59),Ĭommand List: 0x0000016F6F75F740:'CommandList', SRV/UAV/CBV Descriptor Heap: 0x0000016F6F76F280:'Unnamed ID3D12DescriptorHeap Object', Resource State: D3D12_RESOURCE_STATE_UNORDERED_ACCESS(0x8), D3D12 ERROR: Incompatible resource state: Resource: 0x0000016F61A6EA80:'Main Color Buffer', Additional information, such as the location in the shader source, the name of the command list and the Draw count (Draw Index), and the names of related D3D interface objects are also provided. The following error message indicates that a resource named “Main Color Buffer” was accessed in a shader as a shader resource but was in the unordered access state when the shader ran on the GPU. GBV output identifies where in a shader an error occurred, along with the current draw/dispatch count and identities of related objects (e.g. Application developers may want to inject their own wait-after-execute to synchronize debug output. Since this is on the GPU-timeline the debug output may be asynchronous with other CPU-timeline validation. GBV produces debug output after a call to ExecuteCommandLists completes execution on the GPU. With larger content consider turning on GBV on one or two test machines in a nightly test pass. Developers may consider enabling GBV with smaller data sets (for example, engine demos or small game levels with fewer PSO’s and resources) or during early application bring-up to reduce performance problems.
DIRECTX 12 GPU CODE
Generally, you should run your code with the debug layer enabled most of the time. SpDebugController1->SetEnableGPUBasedValidation(true) VERIFY(spDebugController0->QueryInterface(IID_PPV_ARGS(&spDebugController1))) VERIFY(D3D12GetDebugInterface(IID_PPV_ARGS(&spDebugController0))) Alternatively, GBV can be enabled programmatically prior to creating the Direct3D 12 Device: void EnableShaderBasedValidation() Once enabled, GBV will remain enabled until the Direct3D 12 device is released. GBV can be forced on using the DirectX Control Panel (DXCPL) by forcing on the Direct3D 12 Debug Layer and additionally forcing on GPU-based validation (new tab in the control panel). The application will still perceive these are COPY command lists and the debug layer will validate them as such. This may potentially change how hardware performs copies though the end result should not be changed. GBV also injects extra operations and Dispatch calls into the application command lists to validate and track changes to resource state imposed by the command list on the GPU-timeline.īecause GBV requires the ability to execute shaders, COPY command lists are emulated by a COMPUTE command list. The patched shaders inspect root arguments and resources accessed during shader execution and report errors to a log buffer. GBV works by creating patched shaders that have validation added directly to the shader.
DIRECTX 12 GPU FOR WINDOWS 10
GBV is available starting with the Graphics Tools for Windows 10 Anniversary Update. GPU-based validation (GBV) enables validation scenarios on the GPU timeline that are not possible during API calls on the CPU.
DIRECTX 12 GPU HOW TO
This topic describes how to make best use of the Direct3D 12 Debug Layer.
