// 6. Create RTV Descriptor Heap & Render Target Views // ... then rendering loop
// 5. Create Swap Chain (requires window handle) swapChainDesc.BufferCount = 2; // double buffer factory->CreateSwapChain(commandQueue, &swapChainDesc, &swapChain); direct3d windows 11
// After device creation ID3D12Debug* debugController; D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)); debugController->EnableDebugLayer(); Then use → Debug → Windows → Graphics Diagnostics ( Alt + F5 ). You can capture GPU frames, inspect draw calls, and see pipeline state. // double buffer factory->
// 4. Create Command Queue D3D12_COMMAND_QUEUE_DESC queueDesc = {}; device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue)); // After device creation ID3D12Debug* debugController
// 3. Create D3D12 Device D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_12_0, IID_PPV_ARGS(&device));