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Developing DirectX® applications

Originally posted: April 15, 2020

Developing Microsoft® DirectX®12 applications

Microsoft® DirectX®12 provides low-level APIs for creating games and other graphics applications. 

Here on GPUOpen, we not only provide tools and libraries to help you with the development of your Vulkan application, but we’ve produced quite a few detailed blogs and videos to support you along the way too. 

Videos

Our engineers regularly present at industry conferences on topics relating to DirectX.

These links to YouTube videos will usually provide an opportunity to download the slides shown as well.

Don’t miss our other videos about DirectX and more available here on GPUOpen!

Presentations

If you’re just getting started with DirectX12, these presentations are an excellent place to start to understand the concepts.

Don’t miss more presentations on DirectX and other topics available on GPUOpen!

Sample - “HelloD3D12”

Ready to put things into practice? Our “HelloD3D12” sample is a great way to get hands-on and see how everything works.

We have more DirectX samples further down the page too.

Libraries and tools

If you’re looking for some welcome help with allocating and managing memory, our Direct3D 12 Memory Allocator (D3D12MA) library is exactly what you need!

Our very popular Radeon Developer Tool Suite is a package containing several tools to help you analyze and optimize your DirectX application, and now includes ray tracing analysis. 

Don’t forget, you can also find DirectX support with our FidelityFX effects. We also have other tools and SDKs which support DirectX.

Ready to learn more?

Take a look at our dedicated DirectX 12 and DirectX 12 Ultimate pages here on GPUOpen. 

There’s also plenty of blog posts that are about or mention DirectX12 to look through:

Other GPUOpen samples that use DirectX12

Latest DirectX news on GPUOpen

Introducing MiniDXNN: MLP library for DirectX 12
MiniDXNN is a native HLSL and DirectX 12 library for lightning-fast MLP inference leveraging AMD Radeon™ RX 9000 series matrix cores via cooperative vector APIs, delivering optimized kernels, samples, full source and docs to remove compute interop friction.
Welcome to the AMD FSR SDK 2.2, now available on GPUOpen
The AMD FSR™ "Redstone" SDK 2.2 update delivers ML-powered FSR Upscaling 4.1 and FSR Ray Regeneration 1.1 optimized for AMD RDNA™ 4 graphics, enabling higher visual fidelity and performance with analytical fallbacks to scale across handhelds, consoles, and PCs.
Enhancing DirectX Testing with AMD Smoldr
Smoldr is an open-source command-line tool that runs DirectX 12 HLSL shaders from simple text scripts, letting you compile, create resources and pipelines, and dispatch compute or raytracing workloads without writing C++ code.
AMD and Microsoft partner on DirectX ML, DirectStorage, and developer tools at GDC 2026
Microsoft and AMD partnered at GDC to announce powerful new developer technologies for Windows, including DirectStorage 1.4, PIX tools updates, DirectX ML integration, Advanced Shader Delivery, and support for the latest Agility SDK update.
Enhancing AMD Radeon GPU Detective Output with DirectX Debug Information
With version 1.5 of AMD Radeon™ GPU Detective (RGD) you can now use the debug information that is produced by the Microsoft DirectX® Shader Compiler.
Using Neural Networks for Geometric Representation
Explore how Neural Intersection Functions (NIF) and the enhanced LSNIF are poised to reshape ray tracing by replacing traditional BVH traversal with efficient, GPU-friendly neural networks for accelerated performance and high-fidelity imagery.
CPU performance optimization guide - part 3
We look at optimizing CPU performance by reducing the number of instructions, and highlights methods to enhance instruction efficiency and algorithm throughput.
CPU performance optimization guide - part 4
Optimize CPU performance by manually writing x64 assembly code, offering a detailed comparison with compiler-generated instructions and achieving improved performance through streamlined instruction sets.

Related news and technical articles

Introducing MiniDXNN: MLP library for DirectX 12
MiniDXNN is a native HLSL and DirectX 12 library for lightning-fast MLP inference leveraging AMD Radeon™ RX 9000 series matrix cores via cooperative vector APIs, delivering optimized kernels, samples, full source and docs to remove compute interop friction.
Welcome to the AMD FSR SDK 2.2, now available on GPUOpen
The AMD FSR™ "Redstone" SDK 2.2 update delivers ML-powered FSR Upscaling 4.1 and FSR Ray Regeneration 1.1 optimized for AMD RDNA™ 4 graphics, enabling higher visual fidelity and performance with analytical fallbacks to scale across handhelds, consoles, and PCs.
Enhancing DirectX Testing with AMD Smoldr
Smoldr is an open-source command-line tool that runs DirectX 12 HLSL shaders from simple text scripts, letting you compile, create resources and pipelines, and dispatch compute or raytracing workloads without writing C++ code.
AMD and Microsoft partner on DirectX ML, DirectStorage, and developer tools at GDC 2026
Microsoft and AMD partnered at GDC to announce powerful new developer technologies for Windows, including DirectStorage 1.4, PIX tools updates, DirectX ML integration, Advanced Shader Delivery, and support for the latest Agility SDK update.
Enhancing AMD Radeon GPU Detective Output with DirectX Debug Information
With version 1.5 of AMD Radeon™ GPU Detective (RGD) you can now use the debug information that is produced by the Microsoft DirectX® Shader Compiler.
Using Neural Networks for Geometric Representation
Explore how Neural Intersection Functions (NIF) and the enhanced LSNIF are poised to reshape ray tracing by replacing traditional BVH traversal with efficient, GPU-friendly neural networks for accelerated performance and high-fidelity imagery.
CPU performance optimization guide - part 3
We look at optimizing CPU performance by reducing the number of instructions, and highlights methods to enhance instruction efficiency and algorithm throughput.
CPU performance optimization guide - part 4
Optimize CPU performance by manually writing x64 assembly code, offering a detailed comparison with compiler-generated instructions and achieving improved performance through streamlined instruction sets.

Related videos

GPU Reshape – Modern Shader Instrumentation and Instruction Level Validation (Digital Dragons 2024) – YouTube link
GPU Reshape is, a just-in-time instrumentation framework with instruction level validation of shaders. A deep dive into current validation methodologies, and what the future of instrumentation may hold.
Mesh Shaders – Learning Through Examples (Digital Dragons 2024) – YouTube link
Learn about the new Mesh Shader pipeline which can help to create even more better-looking games.
DirectStorage: Optimizing Load-time and Streaming (GDC 2023 - YouTube link)
Join us for a presentation about DirectStorage and how to integrate it to extract optimal load time and streaming performance.
Memory Management in the APEX Engine - Digital Dragons 2022
This talk is a joint-presentation with Avalanche Studios Group explaining how their in-house APEX Engine manages memory with the help of VMA/D3D12MA.
Microsoft® Game Stack Live: AMD Ryzen Processor Software Optimization
Join AMD on an adventure thru Zen 2 and Zen 3 processors which power today’s game consoles and PCs. Dive into instruction sets, cache hierarchies, resource sharing, and simultaneous multi-threading. Journey across the sands of silicon to master microarchitecture and uncover best practices!
Microsoft® Game Stack Live: Denoising Raytraced Soft Shadows on Xbox Series X|S and Windows with FidelityFX
We explain how FidelityFX Denoiser allows for high-quality raytracing results without increasing rays per pixel, and deep dive into specific AMD RDNA™ 2-based optimizations that benefit both Xbox Series X|S and PC.
AMD RDNA™ 2 – DirectX® Raytracing 1.1 - YouTube link
Graphics feature architect Rys Sommefeldt provides a short presentation on the major advantages of the new API, and how to best utilize it on AMD RDNA™ 2-based hardware.
AMD RDNA™ 2 - DirectX® 12 Ultimate: Variable Rate Shading - YouTube link
Engineer Stephan Hodes provides a short description how VRS works, and how AMD’s FidelityFX Variable Shading technique can assist with integrating VRS into your engine.