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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CPU to GPU memory transfer - cudaMemcpy() vs Direct3D dynamic resource with Map()

I have a live video streaming pipeline that performs RGB32 frame encoding to H.264. I am targeting NVIDIA hardware so I was planning to use CUDA to perform the color space conversion from RGB32 to NV12. I looked up examples with kernels that perform…
Rudolfs Bundulis
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Why is this compute shader so much slower than vertex shader?

I'm exploring using a compute shader to apply bone deformation to mesh vertices rather than a vertex shader with stream output. I've found the compute shader executes far slower than the vertex shader but before I write it off, I want to be sure I'm…
Mike E
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What is the significance of a semantics and vertex layouts in D3D11?

What is the purpose of semantics? if I had a vertex layout like this: struct VS_Input { float4 position : COLOR; float4 color : POSITION; }; Would it actually matter that I reversed the semantics on the two members? If I have to send…
CuriousGeorge
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Can Direct3D 11 do offscreen-only rendering (no swap chain)?

Is it possible to use Direct3D 11 for rendering to textures only, i.e. without creating a swap chain and without creating any window? I have tried that and all my API calls succeed. The only problem is that the picture I am downloading from a…
Christoph
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Loading textures with SharpDX in Windows Store App

I have converted my C# game from OpenTK (OpenGL) to SharpDX (DirectX) and have it up and running from Visual Studio 2010. I also have it up and running from Visual Studio 11 in Metro, in the Windows 8 Developer Preview. However, the Metro build is…
msedore
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How to create a constant buffer with valid dimension

Good evening, I'm trying to send a XMFLOAT3X3 to a constant buffer (see code below). ZeroMemory(&constDesc, sizeof(constDesc)); constDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; constDesc.ByteWidth = sizeof(XMFLOAT3X3); constDesc.Usage =…
xcrypt
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How to draw lines with a certain amount of thickness

What is the best way to draw lines with a variable amount of thickness in the new Direct3D?
xcrypt
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Adjust value set in IDXGISwapChain2::SetMaximumFrameLatency

I use the combination of DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT, GetFrameLatencyWaitableObject() and SetMaximumFrameLatency(UINT MaxLatency) to control the input lag vs. smoothness of my application as explained at…
Emil
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How to present to a different window using IDXGISwapChain and ID3D11Device/ID3D11DeviceContext?

Previously, when I've built tools, I've used D3D version 9, where the call to Present() can take a target window and rectangle, and you can thus draw from a single device into many different windows. This is great when using D3D to accelerate…
Jon Watte
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Does the backbuffer that a RenderTargetView points to automagically change after Present?

I've created a ID3D11RenderTargetView by specifying the ID3D11Texture2D* of back buffer 0 in the swap chain. But I'm unclear on what happens after _pSwapChain->Present(0, 0) is called. Presumably what the ID3D11RenderTargetView had been pointing to…
cecil
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Alternatives to D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS?

This is a followon to this question about using the DX11VideoRenderer sample (a replacement for EVR that uses DirectX11 instead of EVR's DirectX9). I've been trying to track down why it uses so much more CPU than the EVR. Task Manager shows me that…
David Wohlferd
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DX11 triangle list is not rendering at all

I have a list of 4 verts loaded into a vert buffer, and an index loaded into a index buffer. The issue I have is that while the LineList rendermode shows a quad just fine (see below) the TriangleList shows nothing (See below) void…
RedactedProfile
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Determining which swap chain formats are supported

When calling IDXGIFactory1::CreateSwapChain with DXGI_FORMAT_B5G6R5_UNORM I get an error that this format isn't supported, specifically E_INVALIDARG One or more arguments are invalid. However, this works fine with a more standard format like…
Adam
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Direct3D 11 - HLSL - Get vertex-index ID

In Direct3D 11, I have a vertex that is used for multiple triangles. In other words, the same vertex is referenced by multiple indices. In my HLSL vertex shader, I want to know which INDEX is being processed. Is there a way to do this? Something…
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how to do a blocking wait for a compute shader with Direct3D11?

I have a post processing pipeline that uses a compute shader to process a texture and writes it to a RWByteAddressBuffer. The content of the RWByteAddressBuffer is then sent to an FPGA device via direct memory access (AMD DirectGMA technology).…
Elad Maimoni
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