1,490 questions
1
vote
1
answer
62
views
Fullscreen Optimizations - How to tell when swapchain is being presented directly to display?
I'm curious whether a fullscreen SwapChainPanel gets optimized by Fullscreen optimizations:
To get back this performance overhead, we enhanced the DWM to recognize when a game is running in a ...
0
votes
1
answer
34
views
How to skip edges shared between two triangles when conservative rasterization
When enabling conservative rasterization, there are lots of fragments generated from edges.
How to skip fragments generated from edges shared between two triangles?
2
votes
0
answers
74
views
Is it necessary to explicitly wait until a compute shader is executed
I have a C++ program that uses Direct3D 11 to render images of 3D models. In that program, I'm using a compute shader to modify the content of the vertex buffer. This code works and looks as follows:
...
1
vote
1
answer
58
views
Disable switching fullscreen(alt+enter) in a Direct3D 11
As written in the title, how?
I thought that DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH in DXGI_SWAP_CHAIN_DESC::flags was responsible about this, but even when I set DXGI_SWAP_CHAIN_DESC::flags to 0, the ...
0
votes
1
answer
81
views
can not see the EDIT control but can use it If I use ID2D1DeviceContext to clear the window?
I can create EDIT in winapi and If I want to draw something the EDIT will be covered?
If I delete swapChain->Present1(1, 0, ¶meters); it will be ok.
(if I just use ID2D1HwndRenderTarget to ...
1
vote
0
answers
22
views
How to specify a rectangular block of pixels in a video stream by d3d11?
I have successfully rendered my video stream to the window. Now I want to pass in a rectangular coordinate and only display the pixels within this coordinate. How to achieve this with D3D? I have ...
1
vote
0
answers
46
views
Can you invoke a number of SYCL kernels based on an integer stored in device memory?
Does SYCL have an analogous feature to Direct3D's, or Unity's ComputeShader.DispatchIndirect, where you can launch x number of kernels where x is an integer stored on GPU memory. This avoids having to ...
0
votes
1
answer
75
views
What's the point of D3DCreateBlob function? [closed]
If D3DCreateBlob just allocates a piece of host's RAM as a buffer, why not use standard methods (new, malloc etc.) for buffer allocation instead?
0
votes
0
answers
92
views
render SVG vector image files in DirectX 11
I need to render SVG vector image files (static images and animation) on DirectX 11. Is there a way to do this, or I have to convert SVG to a DirectX 11 compatible format file?
NOTE: I don't have a ...
1
vote
1
answer
155
views
What is the additional (Software) DXGI Adapter for?
I am talking about this particular paragraph:
Starting with Windows 8, an adapter called the "Microsoft Basic Render Driver" is always present. This adapter has a VendorId of 0x1414 and a ...
1
vote
1
answer
82
views
d3d10 C interface not available
I am porting an application from D3D7 to D3D10.
Even though the C interface for D3D10 exists, It does not seem to be visible when compiling/linking.
The D3D7 version uses the C interface and I do not ...
1
vote
1
answer
54
views
Can Direct3D 12 render to Xaml.Media.Imaging.SurfaceImageSource?
Here is the tutorial I am using.
Chuck has said twice that this is possible
https://stackoverflow.com/a/39683147/11998382
However, ISurfaceImageSourceNative::SetDevice accepts a IDXGIDevice which is a ...
1
vote
0
answers
51
views
DirectX 11: Line List is drawn 2 pixels wide
I have ported an D3D9 application to DX11 and now I am facing this problem, that the line, that is drawn using a line list of 2 vertices, is drawn with 2px height on screen at certain zoom levels.
Now ...
1
vote
0
answers
51
views
How to use SV_ViewportArrayIndex semantic in a geometry shader?
I want to render multiple viewports,but the settings for the vertex shader don't seem to take effect, the second of my two viewports is still a black screen.
I have tried to do like below
...
-2
votes
1
answer
300
views
What is the best strategy to create root signature in d3d12? [closed]
I am trying to reinvent wheel of d3d12 encapsulation.
And I suddenly got an idea that bundle up the pipeline and generate one root signature for them.
The problems confuse me currently are:
When to ...
0
votes
0
answers
156
views
Helix Viewport + SharpDX - Loaded models not visible in viewport
For some reason I can't see any of the models I'm importing into this Helix viewport I've set up. I've tried a thousand code combinations, drawing from the examples in the HelixToolkit git as well. ...
1
vote
1
answer
128
views
In D3D12 why RTV and DSV descriptors used as a CPU descriptor?
In D3D12, for common descriptors (e.g., GPU-visible descriptors such as CBV/UAV),we generally
//often use like this
SetDescriptorHeaps(heap);
GetGPUDescriptorHandleForHeapStart();
But this is not the ...
0
votes
1
answer
189
views
BitBlt and Direct3D for Screenshots C#
I'm working on a program to capture screenshots of windows from a window handle. I start by taking the screen shot using BitBlt, and if that fails when the window is using accelerated graphics, I ...
0
votes
0
answers
44
views
Create DXGISwapChain for selectively rendering content of Child HWND (multiple tabs)
I am trying to improve the performance of my application by rendering using DXGISwapChain . My application supports multiple tab views just like chrome and has other views present as well which are ...
-1
votes
1
answer
68
views
CreateBuffer fails when adding an extra variable to cbuffer
Using d3d11, I have two cbuffer in a vertex shader that's
cbuffer A{
float2
float2
float2
float2
};
cbuffer B {
uint2
uint2
float2
float2
float2
float2
};
Their buffers are created and ...
0
votes
2
answers
45
views
D3DXSaveTextureToFileW doesn't working properly
It seems that the screenshot is not being generated properly after this code:
IDirect3DBaseTexture9* pBaseTexture = nullptr;
pDevice->GetTexture(0, &pBaseTexture);
if (pBaseTexture != NULL) {
...
-1
votes
1
answer
54
views
how to save renderTarget array to file in the direct3D11?
I want to save the renderTarget Array as an image file for debugging.
But failed to save.
Do you know how to save a renderTarget Array as a file?
Below is my code.
ID3D11RenderTargetView** ppRTVs;
...
2
votes
0
answers
35
views
Decal renderer does not discard pixels properly
I'm trying to implement the deferred decals renderer.
I was provided with a few instruction points:
decal instance has 2 matrices: decalToWorld and worldToDecal
decals are rendered with front face ...
1
vote
0
answers
38
views
How do I dynamically change vertex colors using Direct3d 12 and Visual C++?
I wish to draw several gradient triangles with three-way color interpolation. The triangles will be drawn repeatedly at fixed locations while their vertex colors are gradually changed. I currently do ...
1
vote
1
answer
137
views
Missing HLSL Debug Symbols with D3Dcompile in Visual Studio
I have an application that works as expected by clearing the screen and drawing a triangle, but I want to step through the vertex and pixel shader code in the visual studio graphics debugger, but the ...
2
votes
1
answer
58
views
Unable to Display Cube in Direct3D Application
I am currently developing a Direct3D application where I'm facing a challenge in displaying a cube on the screen. Despite checking various aspects, the cube fails to appear. Here's what I've verified ...
1
vote
1
answer
115
views
d3d11 triangle rendering failure despite everything being properly initialized
learning how to use d3d11, using ComPtrs, no error checks is on purpose cause i just used breakpoints to see if everything waas being initialized which it was but nothing was being drawn to the window,...
1
vote
1
answer
97
views
Ternary operator with SamplerStates
Is it possible to do something like this in HLSL:
SamplerState Sampler0 : register(s0, space1);
SamplerState Sampler1 : register(s1, space1);
int samplerIndex;
// ...
float4 color = texture.Sample(...
1
vote
1
answer
225
views
E_INVALIDARG when I encode the NV12 texture?
I am converting RGB to NV12 and encode it to H264.
get desktop frame which is RGB(done)
convert it to NV12 using VideoProcessor(done,I have test the NV12 texture and it is right)
ProcessInput to ...
0
votes
1
answer
73
views
How COM warning works? how does the device get initialized?
My d3d11 c++ code produces warning for live COM objects that I never initialized.
my code:
#define _INCLUDE_LIBS__
#include "stdafx.h"
#define WINDOW_NAME L"main window"
#define ...
0
votes
1
answer
113
views
imageStore causing crash in GL ES 3.1 Compute shader using ANGLE on windows
My goal is to generate a luminance waveform similar to this using a compute shader.
My setup is:
Cpp window application
EGL/egl.h
GLES3/gl31.h (specifically requesting an ES 3.1 context)
libGLESv2....
1
vote
1
answer
128
views
Can I append vertexes to a default buffer using UpdateSubresources?
The documentation for UpdateSubresources is here. The parameter descriptions are so minimal that they aren't very helpful to someone using the function for the first time (like me).
UINT64 inline ...
0
votes
1
answer
447
views
Why is D3D12GetDebugInterface failing with "no such interface supported" using Rust's windows-rs crate?
I'm getting the following error when getting a D3D12DebugInterface in Rust using the windows-rs crate:
failed to get d3d12 debug interface: No such interface supported (0x80004002)
Here's the code ...
0
votes
1
answer
548
views
How to find edge pixels in shader?
Is it possible to understand in the shader that pixel is on the edge of the geometry?
Or at least understand that pixel on the edge of the triangle?
Maybe ddx()/ddy() can help?
0
votes
0
answers
105
views
LLDB Local Debugging works, but not Remote Debugging with Direct3D 11
I'm attempting to remotely debug a D3D11 application. I have a Windows machine building the program with clang. The Windows machine is connected to another Windows computer that I want to debug with ...
0
votes
1
answer
206
views
Direct3D 12 / PIX - Pixel Shader not getting invoked
I'm very new to D3D12-programming, and is just beginning to set up a little dummy-project to get the hang of the general process.
However, I have gotten stuck.
Currently, when debugging my little ...
1
vote
1
answer
86
views
When updating a buffer bound to a Direct3D swapchain using CopyResource(), does the corresponding main render target view need to be set?
I have two textures both of which are assigned to separate RTVs:
texture_rgb - assigned to my main RTV (the one that I use with swapchain->Present(...). It's created by calling GetBuffer() from my ...
1
vote
1
answer
159
views
Does the Indexed Instancing in the D3D12Bundles sample actually improve performance?
First Question
The code snippet in the docs calls DrawIndexdeInstanced in a for loop
for (UINT i = 0; i < m_cityRowCount; i++) {
for (UINT j = 0; j < m_cityColumnCount; j++) {
...
1
vote
2
answers
318
views
How to create a staging ID3D11Texture2D texture?
I have created a swap chain using the following piece of code:
DXGI_SWAP_CHAIN_DESC swapchainDesc;
// Clear out the struct for use
ZeroMemory(&swapchainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
// ...
0
votes
1
answer
537
views
How to render Direct3D scene to texture, process it with CUDA and render result to screen?
UPDATE 1:
I have tried (to my best knowledge) the suggestion in the comments. I have created an identical to the RTV texture
D3D11_TEXTURE2D_DESC texture_rgb_cudaDesc;
ZeroMemory(&...
0
votes
1
answer
1k
views
Direct3D 11 - The specified device interface or feature level is not supported on this system [closed]
I am new to Direct3D and trying to execute this piece of code:
#include <iostream>
#include <windows.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#pragma comment(lib, "...
0
votes
1
answer
213
views
DrawIndexed and multiple render targets
OMSetRenderTargets allows you to set multiple render targets. I want to draw the whole vertex buffer on my first render target, but only half the vertex buffer on the second.
i.e. I want to differ the ...
1
vote
1
answer
278
views
Whats the vulkan equialent for D3D12 ClearUnorderedAccessView
I need to clear an unordered access view. In D3D12 you have ClearUnorderedAccessView(Uint/Float).
How can I achieve this using Vulkan?
1
vote
1
answer
115
views
If several different Vertex Buffers are bound to different input slots of the D3D11 pipeline, which one is used by the Draw() call?
Two somewhat related questions, really.
FIRST: If I have different - and differently sized - Vertex Buffers A and B bound to the pipeline input slots 0 and 1, then which one of them will be used in ...
1
vote
1
answer
291
views
How to render pixels from IMFMediaBuffer or IMF2DBuffer into HWND?
I'm trying to better understand Microsoft media foundation framework. Say, if I have a win32 window in my app (or its HWND handle), how do I render pixels from the IMF2DBuffer (or at least from ...
2
votes
2
answers
97
views
Vertex coordinates in pixel cordinates
By default
Direct3D assumes that the viewport clipping volume ranges from -1.0 to 1.0 in X, and from 1.0 to -1.0 in Y.
https://learn.microsoft.com/en-gb/windows/win32/direct3d9/viewports-and-...
0
votes
0
answers
201
views
How does Direct2D do non-MSAA Anti-Aliasing?
mrvux described how Direct2D works under the hood here:
Please note that when tessellating bezier path D2D does a very great work at making the resulting geometry non self intersecting (so alpha ...
2
votes
1
answer
187
views
Qt: Semi-transparent window with Direct3D RHI on Windows
I'm trying to create a semi-transparent application window with Qt6 on Windows. For that, I set the background color of the Window element to "#88000000". This works as expected in Linux, ...
1
vote
0
answers
44
views
How to change MSAA settings after creating the swap chain D3D11
Before i create the device and swap chain using D3D11CreateDeviceAndSwapChain,
i have to fill out the DXGI_SWAP_CHAIN_DESC structure.
There is a function that returns the highest quality level ...
1
vote
0
answers
134
views
Do D3D11/D2D1 Device&DeviceContexts need to be reloaded on D2DERR_RECREATE_TARGET?
learn.microsoft.com is pretty light on specific details...
I started learning Direct2D using ID2D1RenderTarget but then realized I should be using device contexts and the swap chain. I would have to ...