Getting Started with DirectX 12

This tutorial series will guide you through the fundamentals of DirectX 12 (DX12) programming. DX12 offers a lower-level API than its predecessors, providing greater control over the GPU and improved performance, especially for multi-threaded applications.

Prerequisites

Setting Up Your Development Environment

Before you begin, ensure you have the necessary tools installed:

  1. Install Visual Studio: Download and install Visual Studio from the official Microsoft website.
  2. Install DirectX SDK (if needed): For modern Windows development, the DirectX components are often included with the Windows SDK, which is installed as part of the "Game development with C++" workload.
  3. Create a New Project: In Visual Studio, create a new C++ project. A "Blank App (Universal Windows)" or a "DirectX 12 App (Universal Windows)" template can be a good starting point.

Key Concepts in DirectX 12

DX12 introduces several new concepts that differ from older DirectX versions:

Note: Mastering the explicit nature of DX12 takes time. Focus on understanding the core components before diving into complex optimizations.

Step 1: Initializing DirectX 12

The first step in any DX12 application is to initialize the necessary components:

  1. Create a DXGI Factory: Used to enumerate adapters and output devices.
  2. Select an Adapter: Choose the appropriate GPU to use.
  3. Create a Device: The central object for interacting with the GPU.
  4. Create a Command Queue: To submit command lists for execution.

Here's a simplified C++ snippet demonstrating device creation:


#include <dxgi1_6.h>
#include <d3d12.h>

// ...

Microsoft::WRL::ComPtr<ID3D12Device> m_device;
Microsoft::WRL::ComPtr<IDXGIFactory4> m_dxgiFactory;
Microsoft::WRL::ComPtr<ID3D12CommandQueue> m_commandQueue;

// Enable debug layer if available
UINT dxgiFactoryFlags = 0;
#ifdef _DEBUG
    Microsoft::WRL::ComPtr<ID3D12Debug> debugController;
    if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
    {
        debugController->EnableDebugLayer();
        dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
    }
#endif

// Create DXGI factory
ThrowIfFailed(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&m_dxgiFactory)));

// Try to find a hardware adapter
Microsoft::WRL::ComPtr<IDXGIAdapter1> hardwareAdapter;
// ... (logic to find hardware adapter) ...

// Create device
ThrowIfFailed(D3D12CreateDevice(
    hardwareAdapter.Get(), // Use null for WARP driver
    D3D_FEATURE_LEVEL_11_0,
    IID_PPV_ARGS(&m_device)
));

// Create command queue
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
            
Tip: Always use the debug layer during development to catch potential API misuse and performance issues early.

Next Steps

In the following tutorials, we will cover:

Important: DirectX 12 is a complex API. Break down your learning into smaller, manageable steps and refer to the official Microsoft documentation frequently.