Comments (7)
This likely means that you're including <d3d12.h>
before or instead of <directx/d3d12.h>
.
from directx-headers.
I.e. you are using the old version of d3d12.h (Window 10 SDK 19041 or earlier).
from directx-headers.
Alright, so updated today to a completely new MSVC, now I am running latest 2022 community and during setup I did install latest SDK's.
Now, during compile I do NOT get such error, i.e. it compiles without any issues. however, once I try to start executable, it fails with the following printout:
DX ERROR: D3D12CreateDevice: Unrecognized D3D_FEATURE_LEVEL (0xc200) for MinimumFeatureLevel. [ INITIALIZATION ERROR #506: ]
'dxtest5.exe' (Win32): Unloaded 'C:\Windows\System32\DXGIDebug.dll'
why is it still not recognizing feature of 12_2 with latest SDKs and even after successful compile?
from directx-headers.
What Windows version are you running? You'll need to be on Win11 or using the Agility SDK for FL12.2 to be recognized.
from directx-headers.
well, here is a thing, I went to "Modify" section of MSVC installer, and it shows to me that I have Windows SDK 10.0.20348.0 installed.
For 12_2 I read that year ago, one needed 20170 or higher, it is obvious that my version is HIGHER than 20170 (20348), so it means it should have worked?
as per which windows, well, I am running Windows 10 Pro with above shown SDK.
is that problem? are you saying that on top of version higher than 20170 I must also run Win11??
from directx-headers.
You are building with the latest headers which define the D3D_FEATURE_LEVEL_12_2
compiler symbol.
To actually use Feature Level 12.2, you need two things:
- The DirectX 12 Runtime that supports Feature Level 12.2
- A video driver & card combination that supports it.
The version of the DirectX 12 Runtime in Windows 11 supports Feature level 12.2.
For Windows 10 (18363) or later, you can use the DirectX12 Agility SDK and it provides an application local DLL version of the DirectX 12 Runtime that supports Feature Level 12.2 on your system.
from directx-headers.
I had the same issue with one object file where I compile shaders using dxc.
to resolve it I had to put #include <directx/d3dx12.h>
above
#include <dxc/dxcapi.h>
#include <dxc/d3d12shader.h>
Might be helpful for someone.
Cheers!
from directx-headers.
Related Issues (20)
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- D3DX12SerializeVersionedRootSignature handles 1_2 static samplers #94 not fully fixed HOT 1
- Cam't build tests with meson in Linux HOT 2
- `CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC` is missing a `Init_1_2` member function and constructor
- WCHAR is not the same between Windows and Linux, how about typedef char16_t WCHAR? HOT 1
- Request for the addition of the DirectStorage headers (dstorage.h/dstorageerr.h). HOT 2
- Option to build `d3dx12_property_format_table.cpp` with exceptions disabled
- `D3D12_PIPELINE_STATE_STREAM_DESC`'s `pPipelineStateSubobjectStream` should probably be a `const` pointer
- Add a less broken alternative to ID3D12Device_GetAdapterLuid()
- Does `IDXGIOutput5::DuplicateOutput1()` take `enum DXGI_OUTDUPL_FLAG` in the `Flags` parameter? HOT 4
- Pkg-config files generated by CMake do not include the WSL stubs
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- Provide `.winmd` (win32metadata) files for the Agility SDK HOT 5
- d3dx12_property_format_table.h is included but not provided HOT 5
- Migration from Microsoft::WRL::ComPtr to winrt::com_ptr? HOT 2
- [Agility SDK 1.608.2] missing header file D3D12TokenizedProgramFormat.hpp
- Trying to use d3dx12_property_format_table.cpp from Agility SDK not easy HOT 1
- Unused variables in d3dx12_property_format_table.cpp
- D3DX12SerializeVersionedRootSignature desc_1_2 static sampler to desc_1_0 HOT 5
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from directx-headers.