directx-11

How to turn on DX11 feature level 11.0

一世执手 提交于 2019-12-06 05:03:46
I'm trying to run Dead by Daylight. I know I'm running DirectX 11, but it says feature level 11.0 is needed. how do I fix this? I am ready to post any log if necessary. The version of the DirectX Runtime you have installed which describes what the OS software can support is not the same thing as the Direct3D Hardware Feature Level which describes the support your video hardware provides. See this blog post and MSDN: Direct3D feature levels For example, if you have Windows 7 installed, then you have the DirectX 11.0 Runtime or the partial DirectX 11.1 Runtime update. If you have Windows 8.1,

Windows Media Foundation using IMFTransform to decode mp4 movie frames to 2D textures

流过昼夜 提交于 2019-12-06 04:54:54
问题 I'm trying to decode an mp4 video using Windows Media Foundation classes and converting frames in to 2D textures that can be used by a DirectX shader for rendering. I've been able to read the source stream using MFCreateSourceReaderfromURL and been able to read the media type of the stream which has its major type MFMEdiaType_Video and minor type as MFVideoFormat_H264 as expected. I'm now needing to convert this format in to an RGB format that could be used to initialise a D3D11_TEXTURE2D

using a custom deleter for std::shared_ptr on a direct3d11 object

 ̄綄美尐妖づ 提交于 2019-12-06 02:52:11
问题 When i use an std::shared_ptr and need a custom deleter, i usually make a member function of the object to facilitate it's destruction like this: class Example { public: Destroy(); }; and then when i use the shared ptr, i just make it like this: std::shared_ptr<Example> ptr(new Example, std::mem_fun(&Example::Destroy)); Problem is, right now i'm working with d3d11, and i would like to use the com release functions as an std::shared_ptr custom deleter, like this std::shared_ptr<ID3D11Device>

How to determine the system DirectX is 11 or 11.1?

会有一股神秘感。 提交于 2019-12-06 01:39:23
I am running Windows 7. When I use DxDiag, it shows the version as 11. When I use Visual Studio 2012 which can access Windows API, it can run the code with feature level D3D_FEATURE_LEVEL_11_1 So I agot confused, what is the exact version of my DirectX version? There are a number of confounding factors at work here, so let's take them one at a time: DXDIAG is part of the OS along with the DirectX Runtime but is also manually updated for that string, so it is often less than detailed/accurate about reporting "DirectX" version. For Windows Vista SP1 it doesn't say "DirectX 10.1" and says

Directx 11, send multiple textures to shader

守給你的承諾、 提交于 2019-12-05 06:42:47
using this code I can send one texture to the shader: devcon->PSSetShaderResources(0, 1, &pTexture); Of course i made the pTexture by: D3DX11CreateShaderResourceViewFromFile Shader: Texture2D Texture; return color * Texture.Sample(ss, texcoord); I'm currently only sending one texture to the shader, but I would like to send multiple textures, how is this possible? Thank You. By using Texture Arrays . When you fill out your D3D11_TEXTURE2D_DESC look at the ArraySize member. This desc struct is the one that gets passed to ID3D11Device::CreateTexture2D . Then in your shader you use a 3rd texcoord

How can I feed compute shader results into vertex shader w/o using a vertex buffer?

霸气de小男生 提交于 2019-12-05 02:43:28
问题 Before I go into details I want outline the problem: I use RWStructuredBuffers to store the output of my compute shaders (CS). Since vertex and pixel shaders can’t read from RWStructuredBuffers, I map a StructuredBuffer onto the same slot (u0/t0) and (u4/t4): cbuffer cbWorld : register (b1) { float4x4 worldViewProj; int dummy; } struct VS_IN { float4 pos : POSITION; float4 col : COLOR; }; struct PS_IN { float4 pos : SV_POSITION; float4 col : COLOR; }; RWStructuredBuffer<float4>

Using Multiple Vertex Buffers In DX10/DX11

醉酒当歌 提交于 2019-12-05 01:24:13
问题 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 renderer I've written previously using different technology) and I'm running into a problem matching up COLLADA with DX10/11. I have 3 separate vertex buffers of data: A vertex buffer of Unique vertex positions. A vertex buffer of Unique normals. A

Rendering to multiple textures with one pass in directx 11

亡梦爱人 提交于 2019-12-04 21:41:53
问题 I'm trying to render to two textures with one pass using C++ directx 11 SDK. I want one texture to contain the color of each pixel of the result image (what I normally see on the screen when rendering a 3D scene), and another texture to contain the normal of each pixel and depth (3 float for normal and 1 float for depth). Right now, what I can think of is to create two rendering targets and render the first pass as the colors and the second pass the normals and depth to each rendering target

Directx 11 Front Buffer

我们两清 提交于 2019-12-04 16:57:25
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 get access to the backbuffer but there are problems with this. The backbuffer doesn't have calculations done to it that the front buffer does. So I was wondering if there is something I am missing. I could try using GetDisplaySurfaceData and unless I have mis-understood something then it wouldn't work because I am not always in full-screen mode. Edit:

DirectX 11 compute shader for ray/mesh intersect

风格不统一 提交于 2019-12-04 16:36:42
I recently converted a DirectX 9 application that was using D3DXIntersect to find ray/mesh intersections to DirectX 11. Since D3DXIntersect is not available in DX11, I wrote my own code to find the intersection, which just loops over all the triangles in the mesh and tests them, keeping track of the closest hit to the origin. This is done on the CPU side and works fine for picking via the GUI, but I have another part of the application that creates a new mesh from an existing one based on several different viewpoints, and I need to check line of sight for every triangle in the mesh many times.