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ee-e asked ee-e commented

DirectX 12 color banding ( FLOAT16 swapchain + fullscreen mode)

There is huge color banding in fullscreen mode when using swapchain buffer of _FLOAT format.
Windowed mode is ok.
could you please fix, HelloTriangle.zip demo attached.

Thank you,
E.

in reference D3D12HelloTriangle demo change to:

 void D3D12HelloTriangle::LoadAssets() {
 psoDesc.RTVFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT
 ...
 void D3D12HelloTriangle::LoadPipeline(){
 ...
 swapChainDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT
 ...
 DXGI_SWAP_CHAIN_FULLSCREEN_DESC fsd = {};
 fsd.Windowed = 0;
    
 ComPtr<IDXGISwapChain1> swapChain;
 ThrowIfFailed(factory->CreateSwapChainForHwnd(
     m_commandQueue.Get(),        // Swap chain needs the queue so that it can force a flush on it.
     Win32Application::GetHwnd(),
     &swapChainDesc,
     &fsd,
     nullptr,
     &swapChain
 ));

 float4 PSMain(PSInput input) : SV_TARGET{
     return input.color * 2.f / 255;
 }
windows-api
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is anyone at MSFT looking into this, this been two years issue since DX12.

also could upload test sample zip, but no button to do so..

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