Quantcast
Channel: GameDev.net
Viewing all articles
Browse latest Browse all 17825

Porting to DX12

$
0
0
Hey guys, I started working on a port from dx11 to dx12. The first thing, was to setup everything to work with Dx11On12. Right now I've got that done. Basically, the render frame goes as follows: D3D12Prepare(); // setups the command list and command allocators (as well as basic clear and set render targets) GetWrappedResources(); // Dx11on12 step to adquire resources Render(); // Basically all the Dx11 rendering code etc D3D12End(); // On D3D12Prepare we left the command list opened so we can add aditional // commands, now close and execute it ReleaseWrappedResources(); Flush(); // Flush all the dx11 code Dx12Sync(); // Wait for fence Dx12Present(); That setup is working and I changed some commands inside Render() from dx11 to dx12. (Basic stuff like setviewport) I want to start porting more stuff inside the Render(), for example, we have a simple method to draw a quad (without vertex or index buffers, we use the vertex_id inside the shader). Basically, it should translate to this: mCmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); mCmdList->DrawInstanced(4, 1, 0, 0); But even that simple piece of code is just not working. I would like to get some advice from someone that has done a similar process (using dx11on12), what are the limitations, things that wont work etc My main concern right now, is that if I want to start setting up commands that touch the IA, I would have to also create the PSO, root signatures etc etc. Thanks.

Viewing all articles
Browse latest Browse all 17825

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>