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Latest D3D12DirectX12 Activity

New To D3D12: How to bind SRVs?

I solved the issue. The problem was with creating srv in BuildTextureSRVs(). What happened was each iteration of the loop, srvcpuheap handle reset to the start. After the end of the loop it only contains the last texture of mTextures.

fixed code:

void RESrcLoader::BuildTextureSRVs()
{
	int i = 0;
	…
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isu diss said:
I figured it out by myself. Thanks for the big help.

Haha, if i would not know you, this quote might sound rather sarcastic. :D

3,119 views

I've wrote a ray tracing shadow shader before. (abbreviated as ShaderA)

And recently I wrote another ray tracing shader. (abbreviated as ShaderB)

I create ID3D12StateObject for both.

But hit group shader identifier is unique between each ID3D12StateObject.

My hit group data struct is like this:

| shader…

3,927 views

DX12::setResourceData does the following:

Void* mappedData = nullptr;
D3D12_RANGE emptyRange{};	// Empty range to indicate we are not reading
if (FAILED(resource->Map(0, &emptyRange, (Void**)&mappedData))) return false;
memcpy(mappedData, data, (size_t)numBytes);
resource->Unmap(0, nul…
3,744 views
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