Questions tagged [directx-11]

DirectX 11 is the 11th version of Microsoft's DirectX API, which is used to develop and handle tasks related to Multimedia, such as game programming, 3d visualizations and video on Microsoft platforms. DirectX 11 runs on Windows Vista, Windows 7, Windows 8, Windows 10, and Xbox One.

DirectX 11 is the 11th version of Microsoft's DirectX API (), which is used to develop and handle tasks related to Multimedia, such as game programming, 3d visualizations and video on Microsoft platforms. DirectX 11 runs on Windows Vista (), Windows 7 (), Windows 8 (), Windows 10 (), and Xbox One ().

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DirectX D3D11CreateDeviceAndSwapChain returning E_INVALIDARG

I have the following call, and no matter what I try, hresult is always E_INVALIDARG: LogMessage(L"Creating swap chain. Emulation: " + std::to_wstring(useSoftwareEmulation) + L", Debugging: " + std::to_wstring(enableRenderDebugging)); HRESULT hresult…
Xenoprimate
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How to debug DirectX 11 Compute Shaders?

I've started using DirectX 11 Compute Shader technology for GP-GPU programming. I had written quite a complex program on HLSL and when I wanted to debug it, I realized that PIX utility from DX SDK August 2009 does not support Compute Shaders... I…
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Porting OpenGL stencil functionality to DirectX 11

I have some rendering code written in OpenGL. I use stencil buffer to implement clipping: //Let's assume this is done in render loop. if(!already_created()) { …
Mateusz Grzejek
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Specifying the target layer of a 3D rendertarget in vertex shader? [HLSL]

When working in HLSL/Directx11 I see there are two methods for binding a 3D rendertarget: either you bind the entire target or you bind it while specifying a layer. If you bind the entire target how does one specify the layer in HLSL code to which…
James
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Directx 11 Front Buffer

I am hoping this is a easy answer to an easy question which I cannot find an answer to. How do I access the front buffer in Directx 11 / DXGI? I have found in Directx 9 you can use GetFrontBufferData() and you can use GetBuffer() in Directx 11 to…
user2600628
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Thread management in a game loop?

I am in the middle of developing a game and came across the problem of multithreading. I already used multithreading successfully when loading resources. I did that by creating some threads at some point, assigned them functions, and waited for them…
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How to determine cause of DirectX 11 driver hang

I am working on a QT application for which I've integrated DirectX 11 into a custom widget. The application renders a scrolling display - a graphical representation of data being read from a file. The user can speed up and slow down the scrolling…
Tim Coolman
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Access floats of XMMatrix - () operator not working

I'm trying to do some 3D stuff in DirectX (I'm migrating from OpenGL) and I've hit a snag. I want to access the values of an XMMATRIX and looking at the Microsoft documentation there should be an () operator: float& operator ()( size_t Row, …
poncho
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Two constant buffers with same elements

Suppose i have a following HLSL vertex shader fragment with constant buffers: cbuffer matrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; cbuffer matrixBuffer2 { matrix worldMatrix2; matrix…
user1387886
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DirectX11 wireframe z-fighting help (or why D3D11_RASTERIZER_DESC.DepthBias is an INT?)

I'm trying to use the DepthBias property on the rasterizer state in DirectX 11 (D3D11_RASTERIZER_DESC) to help with the z-fighting that occurs when I render in wireframe mode over solid polygons (wireframe overlay), and it seems setting it to any…
Erunehtar
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Check which version of DirectX is installed

As per the title, how can I check which version of DirectX a user has installed? Checking the FeatureLevel isn't enough, as my application can run on feature level 10.0, but requires that DirectX 11.1 be installed. Why this is not a duplicate: How…
Telanor
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How to enable Hardware Percentage Closer Filtering?

I am trying to implement PCF filtering to my shaow maps, and so modified the GPU Gems article ( http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html ) so that it could be run on current shaders. The modification includes replacing tex2Dproj…
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Directx11 SDK June(2010) Initialization on VC++ 2010

I hope I'm posting on the right forum for this! Recently I have started programming with the Directx 11 June (2010) SDK on VC++ 2010, on a Dell LapTop with a NVidia GeForce GT 630M GPU and a Intel HD 4000 chip. One of the things you do, is to try…
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How to implement light occlusion in deferred shading system?

I am implementing a deferred shading system which uses the compute shader(in DirectX 11) to cull lights in tiles, so I can get thousands of lights at a stable framerate.The problem comes when I have to determine whether a light is blocked by scene…
ulak blade
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loading from RWTexture2D in a compute shader

I understand there's a limitation in HLSL shader model 5.0 where one cannot load data from a non-scalar typed RWTexture2D resource. That is to say, the following is illegal: RWTexture2D __color; float4 c = __color[PixelCoord]; //…
Fooberman
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