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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Direct3D 11 Constant buffer too small......

D3D11 WARNING: ID3D11DeviceContext::Draw: The size of the Constant Buffer at slot 0 of the Vertex Shader unit is too small (16 bytes provided, 64 bytes, at least, expected).` `This is OK, as out-of-bounds reads are defined to return 0. It is also…
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DirectX11 E_INVALIDARG One or more arguments are invalid

When I am trying to load a Shader result from memory the compiler says: one or more arguments are invalid. Shader compiling successfully but it seems after D3DCompileFromFile() command in memory is something not correct and ID3DBlob interface…
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Extra swap chain buffer reference in ID3D11On12Device::AcquireWrappedResources()

I'm interested in using the "Direct 3D 11 on 12" library, but am running into trouble when resizing the window. In particular, I'm modifying the Visual Studio "DirectX 12 App" sample. I'm creating the ID3D11On12Device just after the sample creates…
Litherum
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IDXGIFactory->CreateSwapChain sets system error 0X594

I am working on a system where I want to intercept Direct3D calls to create tiled displays. I am using an APITrace like interceptor to create a message stream and recreating the calls in a second program, much like the old Chromium project. The…
Steve
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D3D11/C++ Inaccuracies in uv interpolation in pixel shader. How to avoid?

I'm trying to draw a quad with a texture onto the screen such that texels and pixels perfectly align. Sounds pretty easy. I draw 2 triangles (as TRIANGLE_LIST, so 6 vertices) using these shaders: struct VSOutput { float4 position :…
XorTdsc
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Wrong Input Layout for DX11

I tried to write new vertex shader (exactly vertex shader is NULL and input is going to geometry shader but this shouldn't be a difference) with different input layout like other shaders in my application. But I'm getting invalid arg during input…
mareknr
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What is the correct way to set global parameters in hlsl shader?

What is the correct way of setting global params in hlsl shader? If I have the following global params: float4x4 World; float4x4 View; float4x4 Projection; And I use them within a vertex shader: void VertexShaderFunction( in float4 inputPosition :…
The amateur programmer
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Direct3D11 buffer alignment requirements

What (or where documented, I only found some vague snippets on MSDN like " including any packing if necessary" and "...ByteWidth value of D3D11_BUFFER_DESC in multiples of 16") is Direct3D11's expected alignment/padding of the various ID3D11Buffer…
Fire Lancer
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DirectX 11 Effects

I'm trying to learn DirectX 11 and am writing a small application using Visual Studio 2013 for Windows 7. I'm following the book "Introduction to 3D Game Programming with DirectX 11" and so far everything's gone okay. I've just come up to the part…
TheRarebit
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Pass an array to HLSL vertex shader as an argument?

I need to pass an array to my vertex shader as an argument in Direct3D. The signature of the shader function looks like the following: ReturnDataType main(float3 QuadPos : POSITION0, float4 OffsetArray[4] : COLOR0) Is the signature OK? How do I…
Liton
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C++ DirectX11 Execution Warning #355 and #356 = incorrect stride size

I'm having some trouble finding the source of my error. Everything works fine with the app yet I'm getting spammed with these 2 warnings: D3D11 WARNING: ID3D11DeviceContext::DrawIndexedInstanced: Input vertex slot 1 has stride 12 which is less than…
Eizo Zalman
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DX11 Device created in unmanaged C++, to use in WPF window

I have been working for quite a while on a simple graphics engine in C++ using Direct3d 11. I have decided to try and build a GUI just for fun, and after reading some on WPF, I really got fond of it. Thing is, i'm not sure if what I want to do is…
Xsy
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What is the "secondary data" passed to D3DCompile2?

With the release of Visual Studio 2012, Microsoft added the D3DCompile2 API, a new version of D3DCompile. The only difference is that D3DCompile2 takes some additional parameters relating to some "secondary data". The nature of this data is not…
Nathan Reed
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main vs. wWinMain

Summary: I'm trying to compile a NVIDIA SDK app in Visual Studio 2012 on Windows 8 and I get the error message: FXC : error X3501: 'main': entrypoint not found. I'm new to Windows programming and trying to figure out what this means. Details: I'm…
Gabriel Southern
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How commercial games handles on-the-fly font loading?

This is how I handle font rendering in pseudocode(simplified): FontFace* CreateFontFace(fontName, fontSize) { FontFace* fontFace = LoadFromDiskCache(fontName, fontSize); if ( fontFace == 0 ) { for(each glyph) { …
Ivan Aksamentov - Drop
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