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
- A strong understanding of C++ programming.
- Familiarity with graphics concepts (e.g., vertices, shaders, rendering pipeline).
- A Windows 10 or later system with a DirectX 12 compatible GPU.
- Visual Studio 2019 or later with the "Game development with C++" workload installed.
Setting Up Your Development Environment
Before you begin, ensure you have the necessary tools installed:
- Install Visual Studio: Download and install Visual Studio from the official Microsoft website.
- 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.
- 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:
- Command Lists and Command Queues: Instead of direct API calls to the GPU, you record commands into command lists, which are then submitted to command queues for execution. This allows for parallel recording and execution.
- Descriptor Heaps: These manage resources like textures, samplers, and constant buffers, providing a unified way to access them.
- Root Signatures: Define how shader resources are bound to the pipeline, offering more flexibility and performance optimization opportunities.
- Pipelines State Objects (PSOs): Encapsulate the entire graphics or compute pipeline state, reducing draw call overhead.
- Resource Binding: DX12 uses explicit resource binding, giving you more control over memory management and data transfer.
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:
- Create a DXGI Factory: Used to enumerate adapters and output devices.
- Select an Adapter: Choose the appropriate GPU to use.
- Create a Device: The central object for interacting with the GPU.
- 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:
- Swap Chains and Presentation
- Command Lists and Execution
- Root Signatures and Shaders
- Pipeline State Objects
- Basic Rendering of a Triangle
Important: DirectX 12 is a complex API. Break down your learning into smaller, manageable steps and refer to the official Microsoft documentation frequently.