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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 ...
Tom Huntington's user avatar
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?
carnot's user avatar
  • 131
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: ...
ackh's user avatar
  • 2,012
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 ...
M 027's user avatar
  • 155
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, &parameters); it will be ok. (if I just use ID2D1HwndRenderTarget to ...
lescper's user avatar
  • 17
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 ...
mercuric taylor's user avatar
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 ...
denomme's user avatar
  • 35
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?
user17160464's user avatar
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 ...
M 027's user avatar
  • 155
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 ...
Raildex's user avatar
  • 4,660
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 ...
Raildex's user avatar
  • 4,660
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 ...
Tom Huntington's user avatar
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 ...
testalino's user avatar
  • 5,628
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 ...
mercuric taylor's user avatar
-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 ...
QUE's user avatar
  • 9
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. ...
aten intelligencecasino's user avatar
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 ...
cooronx's user avatar
  • 13
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 ...
Mathew Rimmington's user avatar
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 ...
dxginewbee's user avatar
-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 ...
SOSparachuter1's user avatar
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) { ...
Hoppe's user avatar
  • 33
-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; ...
donghyunlee's user avatar
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 ...
Shout's user avatar
  • 683
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 ...
victimofleisure's user avatar
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 ...
overflow's user avatar
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 ...
Hải Duy's user avatar
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,...
unicus's user avatar
  • 19
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(...
Vovyaklya's user avatar
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 ...
liang.good's user avatar
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 ...
unicus's user avatar
  • 19
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....
MindStudio's user avatar
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 ...
Rob N's user avatar
  • 16.3k
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 ...
junglie85's user avatar
  • 1,451
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?
Anaph's user avatar
  • 31
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 ...
helpful henry's user avatar
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 ...
Fredrik's user avatar
  • 21
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 ...
rbaleksandar's user avatar
  • 9,581
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++) { ...
Tom Huntington's user avatar
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)); // ...
rbaleksandar's user avatar
  • 9,581
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(&...
rbaleksandar's user avatar
  • 9,581
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, "...
Стебан's user avatar
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 ...
Tom Huntington's user avatar
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?
MarkaRagnos0815's user avatar
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 ...
kppodd's user avatar
  • 15
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 ...
c00000fd's user avatar
  • 22.2k
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-...
Tom Huntington's user avatar
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 ...
Tom Huntington's user avatar
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, ...
Irigum's user avatar
  • 175
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 ...
Artur Moszczyński's user avatar
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 ...
EUrbanAutoTech's user avatar

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