November 2023

# Secrets of Direct3D 12: Do RTV and DSV descriptors make any sense?

Sun
12
Nov 2023

This article is intended for programmers who use Direct3D 12. We will explore the topic of descriptors, especially Render Target View (RTV) and Depth Stencil View (DSV) descriptors. To understand the article, you should already know what they are and how to use them. For learning the basics, I recommend my earlier article “Direct3D 12: Long Way to Access Data” where I described resource binding model in D3D12. Current article is somewhat a follow-up to that one. I also recommend checking the official “D3D12 Resource Binding Functional Spec”.

Descriptors in general

What is a “descriptor”? My personal definition would be that generally in computing, a descriptor is a small data structure that points to some larger data and describes its parameters. While a “pointer”, “identifier”, or “key” is typically just a single number that points or identifies the main object, a “descriptor” is typically a structure that also carries some parameters describing the object.

Descriptors in D3D12

Descriptors in D3D12 are also called “views”. They mean the same thing. Functions like ID3D12Device::CreateShaderResourceView or CreateRenderTargetView setup a descriptor. Note this is different from Vulkan, where a “view” and a “descriptor” are different entities. The concept of “view” is also present in relational databases. Just like in databases, a “view” points to the target data, but also specifies a way to look at them. In D3D12 it means, for example, that an SRV descriptor pointing to a texture can reinterpret its pixel format (e.g. with or without _SRGB), limit access to only selected range of mip levels or array slices.

Let’s talk about Constant Buffer View (CBV), Shader Resource View (SRV), or Unordered Access View (UAV) descriptors first. If created inside GPU-accessible descriptor heaps (class ID3D12DescriptorHeap, flag D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE), they can be bound to the graphics pipeline, as I described in details in my previously mentioned article. Being part of GPU memory has some implications:

 

 

 

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