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flipmodeld3d12's Introduction

DISCONTINUATION OF PROJECT

This project will no longer be maintained by Intel. Intel has ceased development and contributions including, but not limited to, maintenance, bug fixes, new releases, or updates, to this project. Intel no longer accepts patches to this project. FlipModel D3D12 Sample Application

An interactive visualization for understanding the Direct3D 12 Flip Model.

For a detailed explanation, please see this article.

Build Instructions

FlipModelD3D12.sln contains two projects:

  • FlipModelD3D12, for building a regular (win32) desktop application.
  • FlipModelUniversal, for building a Windows 10 Universal App.

Choose your start up project, build and run.

Requirements

  • Windows 10 or greater
  • Visual Studio 2015 or higher

flipmodeld3d12's People

Contributors

codergirl42 avatar jdm3 avatar qfroemke avatar sfblackl-intel avatar

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flipmodeld3d12's Issues

Device removal on SetStablePowerState even with developer mode enabled

(I've solved this issue, but it was annoying to investigate and the workaround is hiding on the DirectX Discord so I'm submitting this to help anyone else who runs into this.)

The sample crashes when enabling stable power state:

D3D12: Removing Device.
D3D12 ERROR: ID3D12Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_INVALID_CALL: There is strong evidence that the application has performed an illegal or undefined operation, and such a condition could not be returned to the application cleanly through a return code). [ EXECUTION ERROR #232: DEVICE_REMOVAL_PROCESS_AT_FAULT]
D3D12: **BREAK** enabled for the previous message, which was: [ ERROR EXECUTION #232: DEVICE_REMOVAL_PROCESS_AT_FAULT ]

If you disable breaking on errors, you get this additional message:

D3D12: SetStablePowerState is only available when developer mode is enabled.

However, you will get this error even if developer mode is enabled.

This is due to a bug in a recent Windows update, and Microsoft is aware of the issue. The workaround is to call D3D12EnableExperimentalFeatures before device creation. So in the context of this sample, add the following to sample_dx12.cpp:355:

D3D12EnableExperimentalFeatures(0, nullptr, nullptr, nullptr);

Vsync Issues

Hi,

I had been looking at the sample to get around a issue in my application. Unfortunately I am seeing it in this sample as well. The issue is that when running the application on a multi display configuration, it tends to be capped by the primary displays refresh rate even when in fullscreen mode. So if have two monitors with primary display running at 60Hz and the other at 144Hz, the application runs at 60Hz on both monitors.
Normally, I was expecting that moving to a window with a higher refersh rate monitor should mean frequent Vsyncs on it, and higher frame rate, but this is not noticed in this sample as well. I have had applications running with Windows SDK 8.0/DX11 that used to behave like that, but on windows sdk 10/DX12 I am having this issue. It would be helpful if you could point out any specific setting that I might be missing to achieve it on DX12. Or is it something expected though I haven't come across any limitation like that earlier?

Thanks,
Raj

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