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 ().

1933 questions
6
votes
1 answer

DirectX 11 Render To Texture

basically I am trying to render a scene to a texture as in this ogl tutorial here but in DirectX 11, and I faced some issues: Absolutely nothing is rendered when I launch the program IDK why. The only thing the texture displays 'correctly' is the…
Zlixine
  • 184
  • 2
  • 15
6
votes
1 answer

DirectX: The best way to get RGB data from ID3D11Texture2D with DXGI_FORMAT_NV12 format?

I'm using DirectX to draw videos. After decoding by Intel Media SDK. And then I draw it by the following Intel's Code: mfxStatus CD3D11Device::RenderFrame(mfxFrameSurface1 * pSrf, mfxFrameAllocator * pAlloc) { HRESULT hres = S_OK; mfxStatus…
TTGroup
  • 3,575
  • 10
  • 47
  • 79
6
votes
1 answer

DirectX11: Pass data from ComputeShader to VertexShader?

Is it possible to apply a filter to the geometry data that is to be rendered using Compute Shader and then use the result as an input buffer in the Vertex Shader? That would save me the trouble (&time) of reading back the data. Any help is much…
testalino
  • 5,474
  • 6
  • 36
  • 48
6
votes
2 answers

DirectX11 Desktop duplication not working with NVIDIA

I'm trying too use DirectX desktop duplication API. I tried running exmaples from http://www.codeproject.com/Tips/1116253/Desktop-Screen-Capture-on-Windows-via-Windows-Desk And from …
11thdimension
  • 10,333
  • 4
  • 33
  • 71
6
votes
1 answer

How to share a struct between C++/DirectX and HLSL?

I'm in the process of learning C++ and DirectX, and I'm noticing a lot of duplication in trying to keep structs in my HLSL shaders and C++ code in sync. I'd like to share the structs, since both languages have the same #include semantics and header…
berwyn
  • 986
  • 7
  • 23
6
votes
3 answers

DirectX11 Swapchain and window losing fullscreen status

I just stumbled on this little annoying behavior, while adding full screen support on a sample program. Creating a full screen window works, but as soon as I move any window (from another application) on the output that contains my fullscreen…
mrvux
  • 8,523
  • 1
  • 27
  • 61
6
votes
1 answer

Unbinding shader resources

If you want to unbind a shader resource in directx11, all code I've found does something along these lines: ID3D10ShaderResourceView* nullSRV[1] = {nullptr}; context->PSSetShaderResources(0, 1, &nullSRV); Why not simply use…
KaiserJohaan
  • 9,028
  • 20
  • 112
  • 199
6
votes
1 answer

DirectX11 Engine in C++ and Interface in C#

I have my DirectX11 Engine written in C++, a wrapper in C++ with CLR, and an interface in C#. 1) I am curious about where the bottleneck is in this structure, and I'm wondering if there is a more efficient way to let me host the DirectX11 rendering…
Russell Trahan
  • 783
  • 4
  • 34
6
votes
2 answers

OpenGL state redundancy elimination Tree, render state priorities

I am working on a Automatic OpenGL batching method in my Game Engine, to reduce draw calls and redundant calls. My batch tree design begins with the most expensive states and adds leafs down for each less expensive state. Example: Tree Root: Shaders…
Zeto
  • 91
  • 6
6
votes
3 answers

Direct3D 11.1's target-independent rasterization (TIR) equivalent in OpenGL (including extensions)

Target-independent rasterization (TIR) is a new hardware feature in DirectX 11.1, which Microsoft used to improve Direct2D in Windows 8. AMD claimed that TIR improved performance in 2D vector graphics by some 500%. And there was some "war of words"…
Fizz
  • 4,782
  • 1
  • 24
  • 51
6
votes
2 answers

Loading/Storing to XMFLOAT4 faster than using XMVECTOR?

I'm going through the DirectX Math/XNA Math library, and I got curious when I read about the alignment requirements for XMVECTOR (Now DirectX::XMVECTOR), and how it is expected of you to use XMFLOAT* for members instead, using XMLoad* and XMStore*…
Duncan
  • 980
  • 6
  • 17
6
votes
1 answer

Resetting window after using DirectX 11

I've written an application that can switch between OpenGL, DirectX 9 and DirectX 11 for rendering without restarting or recreating the window. Switching between OpenGL and DirectX 9 as well as to DirectX 11 mode works well, however, after using…
Peter Wimmer
  • 309
  • 2
  • 11
6
votes
1 answer

SharpDX - System.Drawing interoperability

Is it possible to get something drawn with default .net paint methods (System.Drawing methods) to a SharpDX Texture2D object so that i can display it as a texture? Preferably with the SharpDX Toolkit. If yes, how? edit: what i am trying so…
clamp
  • 33,000
  • 75
  • 203
  • 299
6
votes
2 answers

DirectCompute optimal numthreads setup

I've recently been playing with compute shaders and I'm trying to determine the most optimal way to setup my [numthreads(x,y,z)] and dispatch calls. My demo window is 800x600 and I am launching 1 thread per pixel. I am performing 2D texture…
Valentin
  • 1,731
  • 2
  • 19
  • 29
6
votes
1 answer

Using Multiple Vertex Buffers In DX10/DX11

I have a C++ DirectX 11 renderer that I have been writing. I have written a COLLADA 1.4.1 loader to import COLLADA data for use in supporting skeletal animations. I'm validating the loader at this point (and I've supported COLLADA before in another…
WTH
  • 97
  • 1
  • 7