direct3d

Encoding a D3D Surface obtained through Desktop Duplication using Media Foundation

China☆狼群 提交于 2020-01-28 06:16:07
问题 I want to encode Desktop Duplication API frames to send over the network after encoding them with Media Foundation. I'm stuck with a E_NOTIMPL error when I call IMFTransform::ProcessInput, leaving me a little in the dark. These are the steps I've done up until now, I'm detailing them because it took me days to gather everything from the scarce scattered info across the web, so if it's resolved it will hopefully help others. Everything below is met with an S_OK: I'm obtaining the surface

Web Browser in a fullscreen Direct3D application

时间秒杀一切 提交于 2020-01-24 11:04:28
问题 I need to have a working web browser in a fullscreen Direct3D application. For example, Valve's Source-based games (sort of) do it in the MotD window when you join a server. Any tips on where to look? 回答1: Second Life uses ubrowser (http://ubrowser.com/) to embed a browser over a 3D world. As the source code is available for the Second Life client (http://wiki.secondlife.com/wiki/Get_source_and_compile) it would be a good place to see how they have done it. Note however, they are using OpenGL

Web Browser in a fullscreen Direct3D application

…衆ロ難τιáo~ 提交于 2020-01-24 11:04:23
问题 I need to have a working web browser in a fullscreen Direct3D application. For example, Valve's Source-based games (sort of) do it in the MotD window when you join a server. Any tips on where to look? 回答1: Second Life uses ubrowser (http://ubrowser.com/) to embed a browser over a 3D world. As the source code is available for the Second Life client (http://wiki.secondlife.com/wiki/Get_source_and_compile) it would be a good place to see how they have done it. Note however, they are using OpenGL

New to Direct3D programming: 11 vs 12

醉酒当歌 提交于 2020-01-21 03:21:28
问题 For a newbie in D3D programming, should one just learn D3D12 directly or is D3D11 necessary before diving into D3D12? Assuming starting from scratch and decent knowledge of C++, which way should I go? 回答1: I've answered this question before so you should take a look at that post. In short, Direct3D 12 should be thought of as "DirectX Extreme Pro". It assumes you are already an expert in how the Direct3D 11 runtime works to the point that you can basically write it yourself. It is designed to

New to Direct3D programming: 11 vs 12

时光怂恿深爱的人放手 提交于 2020-01-21 03:20:27
问题 For a newbie in D3D programming, should one just learn D3D12 directly or is D3D11 necessary before diving into D3D12? Assuming starting from scratch and decent knowledge of C++, which way should I go? 回答1: I've answered this question before so you should take a look at that post. In short, Direct3D 12 should be thought of as "DirectX Extreme Pro". It assumes you are already an expert in how the Direct3D 11 runtime works to the point that you can basically write it yourself. It is designed to

Writing a plugin using NPAPI + D3D. It works on Firefox, but the browser blacks out. Why?

你说的曾经没有我的故事 提交于 2020-01-16 00:53:35
问题 I'm writing a plugin, using NPAPI and D3D. I just simply put a D3D sample from DXSDK and NPAPI together. I receive a HWND when the plugin starts up, and I passed it to D3D to draw. It works though. the control(a 400 * 300 rectangle) on the test page DOES show what I expected. But all other area in FireFox window is black, including the menu bar. All other contents on the test page cannot be seen. I tried just InitDevice(D3D) with the HWND and do NO rendering at all. But still got the same

Adreno平台编程

我们两清 提交于 2020-01-15 17:05:20
一、简介 Snapdragon是当今Android中功能最强大且使用最广泛的处理器之一,以及Windows智能手机和平板电脑。Snapdragon处理器将所有一流的移动组件集中在一块芯片上,确保基于Snapdragon的设备以极为节能的集成解决方案提供最新的移动用户体验。 二、Adreno平台编程 Direct3D 11.1功能级别9_3概述 Microsoft Direct3D 11.1 API引入了功能级别的概念。 功能级别定义了GPU必须最少支持的一组功能。 Direct3D 11.1可以通过不同的功能级别支持一系列不同的GPU。 Adreno超出了Direct3D 11.1功能级别9_3的要求。 应用程序开发人员应将其应用程序定位为支持9_3级功能,以确保与Adreno GPU完全兼容。 Microsoft在http://msdn.microsoft.com/en#us/library/windows/desktop/ff476876(v=vs.85).aspx中提供了Direct3D 11.1中每个功能级别支持的功能列表。 Direct3D功能级别的选择是在设备创建时通过使用D3D11CreateDevice()完成的。 创建设备时,应用程序会传递一系列功能级别以尝试创建。 为了与Adreno GPU兼容,应用程序应请求D3D_FEATURE_LEVEL_9_3设备

Direct3D 11 Devices之 Direct3D 11 on Downlevel Hardware

帅比萌擦擦* 提交于 2020-01-10 08:17:48
本文只是对官方文档做出简单的翻译 原文地址:Direct3D 11 on Downlevel Hardware Direct3D 11 on Downlevel Hardware 本节讨论如何设计Direct3D 11以支持从DirectX 9到DirectX 11的新硬件和现有硬件。 此图显示Direct3D 11如何支持新硬件和现有硬件。 在Direct3D 11中,引入了一个新的模式,称为**feature levels**。 feature levels是一组定义明确的GPU功能。 使用feature levels,您可以将Direct3D应用程序定位为在较低版本的Direct3D硬件上运行。 10Level9 reference 部分列出了各种 ID3D11Device 和 ID3D11DeviceContext 方法在各种10Level9 feature levels下的行为方式之间的区别。 In this section Direct3D feature levels 讨论Direct3D功能级别。 Exceptions 本主题描述了在下层硬件(downlevel hardware)上使用Direct3D 11时的异常。 Compute Shaders on Downlevel Hardware 本主题讨论如何在Direct3D 10硬件上的Direct3D

using GetFrontBufferData(), & place screenshot in separate device backbuffer

懵懂的女人 提交于 2020-01-06 09:02:53
问题 Ok, so for anyone who's used it much - this should be a SUPER easy question. I was just searching online for a way to use DirectX/Direct3D to take faster screenshots, and everyone was talking about GetFrontBufferData() and how wonderful it was. I've pounded at it for a while but am starting to think they're using the term "screenshot" incorrectly... My call succeeds, but I never get a "screenshot". So the question is , can you actually use GetFrontBufferData() to make a REAL screenshot of the

Improve the quality of texture sample in Direct3D

房东的猫 提交于 2020-01-06 08:43:38
问题 I'm using directx 11 to render video.I create a Texture2D and copy rgba video data into it.Also it is the resource of pixel shader.Here is code: void CreateTexture(int nWidth, int nHeight) { D3D11_TEXTURE2D_DESC textureDesc; textureDesc.Width = nWidth;//Video width textureDesc.Height = nHeight;//Video height textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; textureDesc.SampleDesc.Count = 1; textureDesc.Usage = D3D11_USAGE_DYNAMIC;