DirectX Development Tutorials
Dive into the world of high-performance graphics and multimedia with DirectX. Our comprehensive tutorials cover everything from foundational concepts to advanced techniques, empowering you to create stunning visual experiences on Windows.
Getting Started with DirectX 12
This series introduces the fundamentals of DirectX 12, a modern graphics API designed for maximum performance and efficiency. Learn how to set up your DirectX project, render your first triangle, and understand core concepts like command lists and pipelines.
Advanced DirectX Techniques
Explore more advanced topics to enhance your graphics applications. This section covers essential techniques for creating complex scenes, optimizing rendering, and implementing modern visual effects.
DirectX Media and Input
Learn how to integrate audio and handle user input seamlessly within your DirectX applications. These tutorials provide the knowledge to create rich, interactive experiences.
Example: Basic DirectX 12 Application
Follow along with a step-by-step guide to build a functional DirectX 12 application from scratch. This practical example reinforces the concepts learned in the introductory tutorials.
Project Structure
The basic structure of a DirectX 12 application typically involves:
- Initialization of DirectX devices and swap chain.
- Creation of render targets and depth-stencil buffers.
- Compilation of shaders (vertex and pixel).
- Setting up input layouts and pipeline states.
- Recording commands into a command list.
- Executing command lists and presenting the rendered frame.
Core Code Snippet (Conceptual)
Here's a simplified look at the core rendering loop:
// Assume device, command_allocator, command_list, etc. are initialized
// --- Inside the rendering loop ---
// Transition back buffer to render target state
D3D12_RESOURCE_BARRIER barrier_rt = {};
barrier_rt.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier_rt.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier_rt.pResource = m_pSwapChainBuffer[frame_index].Get();
barrier_rt.Transition.State = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier_rt.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SPECIAL_LANE;
m_command_list->ResourceBarrier(1, &barrier_rt);
// Set render targets
FLOAT clear_color[] = { 0.0f, 0.2f, 0.4f, 1.0f };
m_command_list->ClearRenderTargetView(m_render_target_view_handle[frame_index], clear_color, 0, nullptr);
// ... Record drawing commands here ...
// Transition back buffer to present state
D3D12_RESOURCE_BARRIER barrier_present = {};
barrier_present.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier_present.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier_present.pResource = m_pSwapChainBuffer[frame_index].Get();
barrier_present.Transition.State = D3D12_RESOURCE_STATE_PRESENT;
barrier_present.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SPECIAL_LANE;
m_command_list->ResourceBarrier(1, &barrier_present);
// Close and execute the command list
ThrowIfFailed(m_command_list->Close());
ID3D12CommandList* ppCommandLists[] = { m_command_list.Get() };
m_command_queue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);
// Present the frame
ThrowIfFailed(m_pSwapChain->Present(1, 0));
// Wait for GPU to finish
// ... Signal and fence operations ...
For the complete code, please refer to the Basic DirectX 12 Sample.