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What is the best strategy to create root signature in d3d12?...


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BitBlt and Direct3D for Screenshots C#...


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E_INVALIDARG when I encode the NV12 texture?...


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ID3D11Texture2D to ID2D1Bitmap, is it possible?...


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Rendering meshes with multiple indices...


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When updating a buffer bound to a Direct3D swapchain using CopyResource(), does the corresponding ma...


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Does the Indexed Instancing in the D3D12Bundles sample actually improve performance?...


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Direct3D 11 - The specified device interface or feature level is not supported on this system...


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DrawIndexed and multiple render targets...


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how to do a blocking wait for a compute shader with Direct3D11?...


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Whats the vulkan equialent for D3D12 ClearUnorderedAccessView...


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If several different Vertex Buffers are bound to different input slots of the D3D11 pipeline, which ...


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Vertex coordinates in pixel cordinates...


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Why use the same IDXGIFactory for Device and Swap Chain...


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Why do I need a 3D device to create a 2D device context in DirectX?...


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Is it possible to skip color output in a pixel shader?...


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Phong Tessellation doesn't curve object...


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How to create a Texture2D format YV12 (DXGI_FORMAT_420_OPAQUE)...


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Why aren't my Hull and Domain shaders compiling?...


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How can I change the texture position in DirectX 12...


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Serialization of Root Signature in Direct3D12 works in debug mode, but not in release mode...


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