DirectX 12 Basic Rendering Sample

This sample demonstrates the fundamental steps for setting up and performing basic rendering using DirectX 12.

Overview

DirectX 12 introduces a more low-level approach to graphics programming, giving developers greater control over the GPU for improved performance. This sample walks you through the essential components required to draw a simple scene.

Key concepts covered include:

Prerequisites

To build and run this sample, you will need:

Core Components

1. Device and Swap Chain

The DirectX 12 device represents the graphics adapter, and the swap chain manages the presentation of rendered frames to the screen. They are fundamental for any DirectX application.

D3D12CreateDevice(...);
IDXGIFactory4->CreateSwapChainForHwnd(...);

2. Command Objects

DirectX 12 uses command queues to send instructions to the GPU. Command lists record these instructions, which are then executed by the command queue. This asynchronous nature allows for significant performance gains.

ID3D12CommandQueue;
ID3D12CommandAllocator;
ID3D12GraphicsCommandList;

3. Pipeline State Object (PSO)

The PSO encapsulates all the fixed-function and programmable shader stages that define the rendering pipeline. It's crucial for optimizing draw calls.

D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = { ... };
ID3D12PipelineState* pso;
ID3D12Device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pso));

4. Resources and Descriptors

This includes vertex buffers, index buffers, constant buffers, and textures. Descriptors are handles that allow the GPU to access these resources.

ID3D12Resource;
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = { ... };
ID3D12DescriptorHeap* descriptorHeap;

5. Synchronization

Fences are used to synchronize the CPU and GPU, ensuring that operations complete before the next step in the process.

ID3D12Fence* fence;
UINT64 fenceValue = 0;
ID3D12CommandQueue->Signal(fence, ++fenceValue);

Sample Output

When executed successfully, this sample will render a basic geometric shape (e.g., a triangle or a cube) with simple shading on your screen.

Imagine a rendered triangle here, demonstrating the successful execution of the basic rendering pipeline.

Download and Explore

You can download the full source code for this sample to further explore its implementation. Experiment with modifying shaders, adding more complex geometry, or incorporating textures.

Download Sample Source Code (.zip)

Further Reading

For more in-depth information on DirectX 12, consult the official documentation:

Direct3D 12 Graphics - Microsoft Docs

Getting Started with Direct3D 12 Programming