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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why ID3D11DeviceContext::Flush() method is called twice during query for GPU's state

Assume a d3d 11 device has been created, and then create a query: ID3D11Query* m_pQuery ... HRESULT hr = S_OK; D3D11_QUERY_DESC queryDesc; queryDesc.Query = D3D11_QUERY_EVENT; queryDesc.MiscFlags = 0; //pd3dDevice has been created…
Finley
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What happens when I have a uint32 (R32) texture and I sample/fetch from it in a shader?

Note: I distinguish sample from fetch in the title, since in my tests this behavior seems to differ between the two. Possible answers: The [0..2^32] range is scaled down to [0..1] (I think OpenGL works this way) The uint32s are casted to float32s…
Stefan Monov
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Is there any way to attach metadata to HLSL global (uniform/constant) variables?

I would like to know if there's any way I can attach application-specific metadata to my global variables in HLSL shaders. I know that HLSL supports annotations on global variables, but I can't find any way of reading those annotations (presumably…
Walt D
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Copying Direct3D11 texture on other D3D11 device

I have a handle to ID3D11Texture2D, but no access to it's ID3D11DeviceContext or ID3D11Device. I want to copy that texture to other texture on other ID3D11Device. Texture is not created with any sharing flags. If I try to copy with…
superg
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Visual Studio Graphics Debugger - Shader Edit and Apply is not available

Visual studio graphics debugger - HLSL debugging is not working for me. I can't even open the shader file in graphics debugger. If I select a draw call and then try to open up the shader shown in pipeline stages or pixel history I get the following…
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Can I change binding points in a compiled D3D shader?

I have an HLSL shader that defines some resources, say a constant buffer: cbuffer MyCB : register(b0); If I compile my shader, I will then be able to query the register through the reflection API. But is it possible to change the register (for…
Egor
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How to install D3D11 SDK Layers for Windows 10 offline

I got the following error when I was debugging my D3D application in VS2015. D3D11CreateDevice: Flags (0x2) were specified which require the D3D11 SDK Layers for Windows 10, but they are not present on the system. These flags must be removed, or the…
larryzhao
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Can Direct2D actually work with a direct3D 11 device?

I heard all over the internet that Direct2D is only usable with a Direct3D 10.1 device. But I decided to experiment with D2D to see if that was really true. Once I finished all my experimenting... I came to the doubtfull conclusion that Direct2d can…
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Direct3D Desktop Duplication: How to Recover From Changing Screen Resolution?

I'm developing a desktop application that uses the IDXGIOutputDuplication interface to take screen pictures several times per second. Whenever I call its AcquireNextFrame method, I check if the returned HRESULT is DXGI_ERROR_ACCESS_LOST to see if…
Aaron Ong
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(DirectX 11) Can a single vertex buffer be bound to more than one IA input slot at a time?

If I have different data types (position, normal and color, for example) that are not interleaved but are stored in the same vertex buffer, could I bind that buffer to more than one input slot in the IA stage to point to all 3 of these data areas…
LqdOunce
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D3D11 : Rendering onto NV12 texture

MSDN says RTV(render target view) for NV12 texture is supported on hardware feature level 11_1 or above. And I'm rendering a RGBA texture onto an NV12 texture through two RTVs (R8_UNORM for Y, R8G8_UNORM for UV), while converting colorspace in the…
kteem84
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Highest D3D_FEATURE_LEVEL is 9.3 on a 11 capable machine

I am currently reading Frank Luna's Introduction to 3D Game Programming with DirectX 11 and have just reached the portion where I am loading my first shader. After linking to the proper libraries to be able to compile shaders, I was forced to switch…
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Direct3D 11 - Drawing a Triangle

I have initialise all of Direct3D 11 but when i come to draw some geometry the geometry doesn't show. I have created the Pipeline, the Geometry and created a draw function for the geometry to be drawn. My main question is can anyone help me…
Abby Turner
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Direct3D11 DEBUG MODE crashes on final COM Release when SampleDesc.Count > 1

*** FML: IT WAS FRAPS. Stopped the DX screen recording software and it works. Special thanks to @zdd for doing some joint testing which helped me figure this out. *** Remeber: FRAPS + D3D11_CREATE_DEVICE_DEBUG + SampleDesc.Count > 1 don't mix. I'm…
CodeAngry
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GPU and determinism

I was thinking of off-loading some math operations to the GPU. As I'm already using D3D11 I'd use a compute shader to do the work. But the thing is I need the results to be the same for the same input, no matter what GPU the user might have. (only…
Bob Coder
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