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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How to render in the title bar with D3D11 in Windows 7?

I have a program that renders to a D3D11 swapchain created with IDXGIFactory2::CreateSwapChainForHwnd. It clears the swap chain to a particular color, specifically green, and draws a textured rectangle. Following the guide at…
Akela
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DirectX 11 steam.dll overhead on Windows 7

I have dx11 app which drops performance on win7 when linked with steam.dll. App hangs in dx11.device->CreateDeferredContext for ~8ms in ~75% frames in main thread. No such issue in app built without steam. Also cannot reproduce on win10. I suspect…
Ramil Kudashev
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Drawing is not showing when GDI compatible DC used from IDXGISurface1

I have created a texture which is GDI compatible but the DC I have got from it is used to draw lines from on point to another point which are not showing on the view window. Also no exception is thrown. Am I missing anything? Is there anyone done…
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Using a DirectX c++ DLL in a C# WPF or Windows Forms Application

I have written a DX11 renderer using c++. I am now looking for a way to implement an Editor/GUI for it. Since im pretty used to Windows Forms and WPF C# Applications im thinking about putting my renderer inside a dll, load the dll from a c#…
Eric
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Is it possible to write to a non 4-bytes aligned address with HLSL compute shader?

I am trying to convert an existing OpenCL kernel to an HLSL compute shader. The OpenCL kernel samples each pixel in an RGBA texture and writes each color channel to a tighly packed array. So basically, I need to write to a tightly packed uchar array…
Elad Maimoni
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Why does D3DCOLORtoUBYTE4 multiplies components by 255.001953f?

I’ve compiled a pixel shader that uses D3DCOLORtoUBYTE4 intrinsic, then decompiled. Here’s what I found: r0.xyzw = float4(255.001953,255.001953,255.001953,255.001953) * r0.zyxw; o0.xyzw = (int4)r0.xyzw; The rgba->bgra swizzle is expected but why…
Soonts
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How to fix this weird transparent areas in 3D model?

something is not working as it should. If you take alook at the screenshot you will see that the result is weird. The floor of the pavilion is rendered correctly, but the columns are kinda transparent, and the roof is completele weird. I used…
user9392881
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Direct3D11: Sharing a texture between devices: black texture

I have two D3D11 devices, each with its own context but on the same adapter. I am trying to share a texture beween the two, but the texture I recieve on the other side is always black. HRESULT hr; // Make a shared texture on device_A /…
Makx
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HLSL mul and D3DXMATRIX order mismatch

I'm trying to multiply the transformation matrix in shader with vectors directly without doing unnecessary transportation. According to HLSL's mul documentation: mul(x, y) Multiplies x and y using matrix math. The inner dimension x-columns and…
user367035
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D3D11VA/CUDA interoperability issue with NV12 surfaces

I'm trying to build a transcoding pipeline in which video is decoded using D3D11VA, then brought to CUDA, optionally modified and/or analyzed using CUDA kernel and finally encoded using NVENC (using CUDA-NVENC interop); idea is to do everything on…
Andrey Turkin
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Direct3D11: Rendering 2D in 3D scene: how to make 2D objects not move on Viewport when camera changes position?

Images with examples of the problem: https://i.stack.imgur.com/3Kgdc.jpg Hi, I need some help with rendering 2D objects in 3D scene with 3D camera. I think I managed to solve 2D coordinates with LH world coordinates. However, my rendered 2D objects…
Kosiek
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Can D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT be passed with D3D_FEATURE_LEVEL_11_0?

MSDN on D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT says: Direct3D 11: This value is not supported until Direct3D 11.1. Does this mean runtime version or feature level? Can I pass the flag to D3D11CreateDevice but only pass feature level 11_0? Is the…
Peter
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Direct3D Map Pixels Black

Im trying to map pixel data as a byte array to a dynamic texture using direct3d, for some reason the resulting pixel data is black and its not getting transfered. I have converted this code directly from using updatesubresource before, but now im…
Seacomit
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DirectX 11. Hello Triangle not rendering

I've been debugging this for about a day now and everything seems okay. Im trying to get a simple tringle to render, but nothing is showing up. I have a Pixel Shader and a Vertex Shader which is compiling okay. I will supply all of the code, any…
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IDXGISwapChain::ResizeBuffers() 0x887a0001 DXGI_ERROR_INVALID_CALL

When calling IDXGISwapChain::ResizeBuffer() the call fails and returns this error from the HRESULT 0x887a0001 otherwise known as DXGI_ERROR_INVALID_CALL. What happens prior to this call is, I call ID3D11DeviceContext::ClearState() and release the…