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

391 questions
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I am trying to set a chess board texture for a square

I am trying to set a chess board texture with green and blue texels for a square. Instead my square is black. I don't get any compile or runtime errors. Is there any problem with my texture code? vector texelsBuffer; for(int i =…
AntonK
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Direct3d vertex buffer usage type, performance and c++amp?

I'm new to direct3d and graphics programming in general, the program I'm writing changes vertices once per frame after applying non trivial computation per frame, according to this Direct3d programming tips I should use dynamic buffers for such…
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Direct3D11 makes a sound while debug program is running

I have a simple block rotation app (basically a d3d11 Hello World!), but whenever I run it I can hear an audible noise. I attempted to step through the code to see the call that makes the noise 'happen', but I wasn't able to find it in any of the…
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Direct2D Direct3d11 interop - can device be lost?

In my app I'm using direct2d to write to a shared (d3d11/d3d10) texture. This is the only kind of render target that is used in my app. Since devices can be lost in direct2d (D2DERR_RECREATE_RENDER_TARGET), lots of code exists to abstract and/or…
Krazzy
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D3D11 increased ref count from nowhere?

I have been working with d3d11 for quite a while now, and after discovering the directx debugger, i've recently discovered that my program is leaking memory everywhere from all the com objects that aren't releasing properly. After a bit of snooping…
FatalCatharsis
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Video Playback with DirectX (Direct3D11)

I have been looking over the internet on how to display a video in my Direct3D11 game. In Direct3D9 we could use DirectShow, but I haven't been able to find anything comparable in the new version of Direct3D11. How would we efficiently display…
tina nyaa
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Sampling BC5_SNORM texture yields incorrect value range

I'm working with Direct3d 11, and I've come across something strange. I have taken a normal map and encoded it to a DDS file twice. Once with R8G8B8A8_SNORM encoding, and once with BC5_SNORM. Next I load each texture using…
Chris_F
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How to read ID3D11Debug::ReportLiveDeviceObjects output?

These are two different reports from the same d3d11 application, for the first report I used RLDO_DETAIL as flag and RLDO_IGNORE_INTERNAL for the second : ---- D3D11_RLDO_DETAIL ---- D3D11 WARNING: Live ID3D11Device at 0x000001EBC400FF20, Name:…
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How many vertex buffers is too many?

Newer API's like D3D11 force use of vertex buffers. You can use static (contents don't change) or dynamic vertex buffers (contents can be updated and changed by CPU). My question is, how many vertex buffers is too many? How do you know you are…
bobobobo
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FFMPEG using AV_PIX_FMT_D3D11 gives "Error registering the input resource" from NVENC

Input frames start on the GPU as ID3D11Texture2D pointers. I encode them to H264 using FFMPEG + NVENC. NVENC works perfectly if I download the textures to CPU memory as format AV_PIX_FMT_BGR0, but I'd like to cut out the CPU texture download…
nbabcock
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DXGI Waitable SwapChain not waiting (D3D11)

there is another question with the same title on the site, but that one didn't solve my problem I'm writing a Direct3D 11 desktop application, and I'm trying to implement waitable swap chain introduced by this document to reduce latency…
wd357dui
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InterlockedAdd HLSL potential optimization

I was wondering if anyone might know whether there might be some kind of optimization going on with HLSL InterlockedAdd, specifically when it is used on a single global atomic counter (added value is constant across all threads) by a large number of…
haykoandri
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Direct3D11 - Access violation executing location xxx on CreateSwapChainForCoreWindow

I am learning C++ and Direct3D11/Direct2D (on top of UWP) for fun, but am struggling getting my little test program to run. It throws an access violation (see below for exact exception) when I call CreateSwapChainForCoreWindow. I used the D3D Device…
Clayton
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Why is D2D drawing under D3D11?

My intuition is that if X is drawn before Y then X will be under Y. However, my code seems to always draw things drawn by D2D under things drawn by D3D11. This happens regardless of whether I'm using a depth buffer or not. Why is it doing this and…
Man
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aligned_malloc() vs alignas() for Constant Buffers

In C++, we have the keyword alignas(n) and we have the _aligned_malloc(m,n) function. alignas works on the type while aligned_malloc works on whatever you call it. Can I use alignas(16) to fullfil the 16-byte alignment requirement for Direct3D…
Raildex
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