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Does HoloLens support DirectX 12?

edited December 2016 in Questions And Answers

Please read before you give the documented answer...

I just built a directx 12 C++ project template and pushed it to the HoloLens. It ran just fine. I cracked open the code and it is indeed using DirectX 12. It's linked to the d3d12.lib and everything. Now I know it's also a 2D Window with a 3D Swap chain, however it's built with the DirectX12 libraries. So the logical question is what gives???

The write up says DirectX 11 support not DirectX 12

Dwight Goins
CAO & Founder| Independent Architect | Trainer and Consultant | Sr. Enterprise Architect
MVP | MCT | MCSD | MCPD | SharePoint TS | MS Virtual TS |Windows 8 App Store Developer | Linux Gentoo Geek | Raspberry Pi Owner | Micro .Net Developer | Kinect For Windows Device Developer
http://dgoins.wordpress.com

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    AmerAmerAmerAmer ✭✭✭
    edited January 2017

    Interesting. What feature level is turned on on the when creating the device? Maybe it defaulted back to 11.1? Did it actually run on the device? I tested this with the emulator and it reverts back to warp with D3D_FEATURE_LEVEL_11_0 when it fails to creating the D3D12Device

    http://www.redsprocketstudio.com/
    Developer | Check out my new project blog

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    I'm not able to test the create device call at this present moment on live device. However that's a good and obvious point.

    I feel that ...Duh... moment.... 

    I assumed DirectX 12, because all of the DX12 classes, D12 Descriptiors, D3D12InputElements, Resources, Heap, PipelineState, and etc all using DX12. I guess I need to read some more on the DX12 features.

    Thanks. I'll check as soon as I can and report back here.

    Dwight Goins
    CAO & Founder| Independent Architect | Trainer and Consultant | Sr. Enterprise Architect
    MVP | MCT | MCSD | MCPD | SharePoint TS | MS Virtual TS |Windows 8 App Store Developer | Linux Gentoo Geek | Raspberry Pi Owner | Micro .Net Developer | Kinect For Windows Device Developer
    http://dgoins.wordpress.com

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    I'd be very interested to know how this goes. I have built a Dx12 backend for my engine awhile back but don't have 11, so I've had to rely on angle for my OpenGL renderer for the time being.

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    Tomorrow when I get back to my office I'll try to load up a DX12 version of the spinning cube to a commercial device to see what happens. I'll either remove the revert to warp or output the HResult of the createDevice function call.

    http://www.redsprocketstudio.com/
    Developer | Check out my new project blog

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