Questions tagged [direct3d11]

Direct3D is part of Microsoft's DirectX application programming interface (API), which performs 3d graphics rendering in games, simulations etc. Direct3d11 is the 11th version of DirectX API released with DirectX 11 as a part of Windows 7. It provides additional features such as Tessellation, Multithreaded rendering and Compute shaders

Direct3D is part of Microsoft's DirectX application programming interface (API), which performs 3d graphics rendering in games, simulations etc. Direct3d11 is the 11th version of DirectX API released with DirectX 11.

Direct3D is used to render three dimensional graphics in applications where performance is important, such as games. Direct3D also allows applications to run fullscreen instead of embedded in a window, though they can still run in a window if programmed for that feature. Direct3D uses hardware acceleration if it is available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including z-buffering, anti-aliasing, alpha blending, mipmapping, atmospheric effects, and perspective-correct texture mapping. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media titles.

Direct3d11 is the 11th version of DirectX API released with DirectX 11 as a part of Windows 7. It provides additional features such as Tessellation, Multithreaded rendering and Compute shaders

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Writing a HLSL4 pixel shader to perform a lookup from a 2Dtexture

I'm a beginner pixel shader writer and I'm running into some trouble. I want to take a 256x256, 16-bit input (DXGI_FORMAT_R16_UINT) image, and pass it through a 256x256 look-up texture (DXGI_FORMAT_R8_UNORM) to convert it to a 256x256 8-bit…
SJoshi
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Pausing / Resuming Screen recording with Windows Graphics Capture API

I am building a screen recording app in C# using Windows Graphics Capture API. I am using this script. I can select monitor and can record it to mp4 file. I am trying to add Pause/Resume functionality. Here is code of main Window that initiates…
Riz
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Get amount of graphics memory

I know about DXGI_ADAPTER_DESC, but in 32-bit builds Direct3D’s SIZE_T type is 4 bytes long, so I’m getting 3GB instead of 11. Is there a way to get the correct value even in a 32 bit build? P.S. I need the value to calculate upper size for a large…
Soonts
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How to access framebuffer from CPU in Direct3D 11?

I am creating a simple framework for teaching fundamental graphics concepts under C++/D3D11. The framework is required to enable direct manipulation of the screen raster contents via a simple interface function (e.g. Putpixel( x,y,r,g,b )). Under…
chili
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CreateComputeShader returns E_INVALIDARG when using doubles

I need double precision for some GPGPU calculations using DirectCompute. When I make everything a float, the shader compiles and runs just fine. However, when I try to use doubles anywhere in my shader, it will compile, but calling…
NmdMystery
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Handling Multiple Graphics Adapters and Monitors

I am trying to decide whether or not to support multiple adapters/monitors in my application as opposed to locking my window to the primary adapter and primary monitor. I have a lot of questions about this as I have never used a system with…
NmdMystery
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How can I improve performance of Direct3D when I'm writing to a single vertex buffer thousands of times per frame?

I am trying to write an OpenGL wrapper that will allow me to use all of my existing graphics code (written for OpenGL) and will route the OpenGL calls to Direct3D equivalents. This has worked surprisingly well so far, except performance is turning…
Andrew Garrison
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What is the best way to get distance between 2 points with DirectXMath

Using the new XMVECTOR and XMFLOAT3 classes what is the best way to get the distance between 2 points? I couldn't find a function that does it in XMVector* family of functions so I came up with the following : float distance(const XMFLOAT3&…
Barış Uşaklı
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What's the tie up ID3D11DeviceContext::PSSetShaderResource()

PSSetShaderResource()'s first parameter: void PSSetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [in] ID3D11ShaderResourceView *const *ppShaderResourceViews ); StartSlot: "Index into the device's zero-based array to begin…
bobobobo
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Direct3D11(C++): Updating Texture coordinates in constant buffer?

I'm trying to make a rather basic 2D Engine with Direct3D. I made a LoadImage() function which stores all the rather static behaviour of the image in an object. (Shaders, Vertexbuffers, Samplers etc) I am planning to do the positioning of the…
xcrypt
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Direct3D11(C++): Rendering (basic) question

I've been following a book about basics for game programming with D3D11. I now understand the absolute basics of Direct3D :) but... I have a question. In the book, I always had to make one demo at a time. Now, I'm trying to make a 2D game with it.…
xcrypt
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Direct3D11 depth test LESS_EQUAL not working as expected

How is it possible that a fragment is generated, passes the depth test but isn't written to the current render target? This is the pixel history I see if I capture a frame in RenderDoc: The fragment should pass the depth test (same depth of the…
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DrawPrimitiveUP in d3d11

Just checking, but it appears D3D9's DrawPrimitiveUP / any method of drawing WITHOUT a vertex buffer has been all but stripped out of D3D11. Is there a way to draw in D3D11 that does not use a vertex buffer, with example?
bobobobo
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D3D11: variable number of lights in HLSL

I'm working on a game engine in C++ and Direct3D11 and I want now to add a variable number lights to the scene. Up to date, I managed to add and render simple lights of a count that was already known and coded in the shader programs. In…
featherless biped
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Why do we need to use the "transpose" of a transformed matrix? (direct3D11)

I have read the SimpleMath and also read the Programmers guide articles, but I can't seem to put my head around the purpose of transposing a matrix once it has been "transformed" I mean, I understand what the transpose of a matrix is. I just don't…
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