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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D3D11 MultisampleEnable and AntialiasedLineEnable affecting line rendering

Microsoft D3D11 documentation for D3D11_RASTERIZER_DESC structure writes: The settings of the MultisampleEnable and AntialiasedLineEnable members apply only to multisample antialiasing (MSAA) render targets (that is, render targets with sample…
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direct3d 11 and 2D: pass coordinates of a vertex as int and not float

My purpose is to write a backend of a toolkit using only Direct3D 11 for 2D (no additional library like Direct2D, or SpriteBatch or something else). Note that it is the first time I use Direct3D, and I'm currently learning d3D 11. So for now, I can…
vtorri
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Why the ID3D11DeviceContext::map() function didn't work and return E_INVALIDAGR (one or more argument are invalid)

When I want to use DXGI Duplication API to take screenshots, the deviceContext->map() always failed. It returns E_INVALIDAGR (one or more arguments are invalid). However, I don't think there are any arguments invalid. I don't know how to solve this…
ton197
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Does ID3D11DeviceContext::DrawIndexed() have UB if I use 16 bit Indices with an Offset?

ID3D11DeviceContext::DrawIndexed() has a parameter StartIndexLocation, which adds a value to each Index when drawing. What happens if I use 16 bit Indices ? The highest value 16 bit can represent is 65535. What If my Draw Call has 10000 vertices and…
Raildex
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Visual Studio Standard Collector Service 150 shows a wrong path, I can't use the graphics debugging in vs2019

Well, I used to install visual studio in Disc D, and now I have moved it to Disc C, and deleted Disc D. However, when I use services.msc to see the "Visual Studio Standard Collector Service 150", it seems still in Disc D?! And I cannot even find the…
Max He
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Preload texture to GPU memory in D3D11

How I can preload updated managed 2D texture to GPU memory in Direct3D11? In Direct3D9 I called IDirect3DBaseTexture9::PreLoad to guarantee that texture will be ready for rendering.
Igor
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get compiled pixel shader bytecode from ID3D11PixelShader object

I'm reverse engineering an old game trying to get its compiled shaders bytecode so I can decompile it, I have hooked DrawIndexed and im grabbing the current pixel shader with PSGetShader. now all I have is the ID3D11PixelShader object. how can I get…
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WRL::ComPtr causes object leaks in d3d?

I am making a simple d3d 11 application and I'm using the Microsoft::WRL::ComPtr to release the resources automatically. For some reason though when the applications exits I'm getting 30-40 Live Object warnings from d3d. I could have missed one or…
Gregor Sattel
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Direct3D11 get last error

I did something to my d3d11 application and now I'm getting a GPU crash with WDDM TDR reset happening sometime after Present is called. Since Present (nor any of the draw call!) functions returns an HRESULT anymore, how are we supposed to find the…
bobobobo
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DuplicateOutput() fails with E_UNEXPECTED

I have some code to get the current screens contents which works smoothly on at least one computer (code simplified, only the relevant parts are shown and error handling is removed): hr =…
Elmi
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"Component not found" error when I try to load a PNG texture (Direct3D 11)

I am trying to load a texture from a .GLB model in Direct3D 11. The image data is encoded as PNG (I checked the buffer and I could see the file signature in the first 4 bytes). When I try to execute my code, there is an HRESULT returning a WIC…
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What's the correct way to CheckDeviceState in DirectX11?

I have built the DX11VideoRenderer sample (a replacement for EVR that uses DirectX11 instead of EVR's DirectX9), and it's working. Problem is, it's not working very well. It's using twice the CPU time that the EVR does for the same videos (more on…
David Wohlferd
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How to understand the asynchrony of CopyResource?

virtual void STDMETHODCALLTYPE CopyResource( /* [annotation] */ _In_ ID3D11Resource *pDstResource, /* [annotation] */ _In_ ID3D11Resource *pSrcResource); I have questions about this function, especially when…
fredirty2017
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16ms delay in call to BitBl()

I am using SDL 2.0.13 on Windows 10 and I've been timing the calls to SDL_RenderPresent. After a long test, I see that exactly 1 in 62 frames takes 16ms instead of the expected 1..2ms. Filing the SDL lib with debug I traced this to the call to…
Dave Lawrence
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Forcing DirectX 11 VSync, even if turned off in Nvidia control panel

Some users of my DirectX 11 application complains about frame rates between 1000-2000 fps, which I totally understand. It's a really small group of people who have had this issue. The only way I've been able to replicate it is by disabling 'Vertical…
Filip
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