directx-11

How to eager commit allocated memory in C++?

青春壹個敷衍的年華 提交于 2019-12-02 20:31:24
The General Situation An application that is extremely intensive on both bandwidth, CPU usage, and GPU usage needs to transfer about 10-15GB per second from one GPU to another. It's using the DX11 API to access the GPU, so upload to the GPU can only happen with buffers that require mapping for each single upload. The upload happens in chunks of 25MB at a time, and 16 threads are writing buffers to mapped buffers concurrently. There's not much that can be done about any of this. The actual concurrency level of the writes should be lower, if it weren't for the following bug. It's a beefy

Where can I find some in-depth DirectX 11 tutorials? [closed]

半城伤御伤魂 提交于 2019-12-02 19:16:27
So far the only tutorials I've been able to find are on directx11tutorials.com , which are essentially inferred from the existing samples. Does anyone know where to find other tutorials, or better yet open source projects using DirectX 11? (Extra points for project code using DirectX 11 :) ) I think there are still no DX11 tutorials / books. If you want to study DirectX in-depth, you could grab some DX10 book and also examine DX11 SDK and MSDN . There is nothing really new in DirectX 11 (in application architecture / code building principles) , so you could examine new API features and (if you

DirectX Partial Screen Capture

蹲街弑〆低调 提交于 2019-12-02 15:58:36
问题 I am trying to create a program that will capture a full screen directx application, look for a specific set of pixels on the screen and if it finds it then draw an image on the screen. I have been able to set up the application to capture the screen the directx libraries using the code the answer for this question Capture screen using DirectX In this example the code saves to the harddrive using the IWIC libraries. I would rather manipulate the pixels instead of saving it. After I have

Trying to use a custom font file using DirectX - What is the collection key?

跟風遠走 提交于 2019-12-02 13:17:07
I'm struggling to understand how the hell I create a font collection that I can pass into my CreateTextFormat function. The exact problem is understanding what the collection key part of this is: http://msdn.microsoft.com/en-us/library/windows/desktop/dd368186(v=vs.85).aspx This is my code so far and I just took a wild guess at the collection key coz I don't understand it AT ALL... // Vars IDWriteFontFace* pFontFace; IDWriteFontFile* pFontFiles; IDWriteFontCollection* pFontCollection; IDWriteFontCollection* fontCollection; IDWriteFontCollectionLoader* collectionLoader;

DirectX Partial Screen Capture

左心房为你撑大大i 提交于 2019-12-02 10:31:19
I am trying to create a program that will capture a full screen directx application, look for a specific set of pixels on the screen and if it finds it then draw an image on the screen. I have been able to set up the application to capture the screen the directx libraries using the code the answer for this question Capture screen using DirectX In this example the code saves to the harddrive using the IWIC libraries. I would rather manipulate the pixels instead of saving it. After I have captured the screen and have a LPBYTE of the entire screen pixels I am unsure how to crop it to the region I

What's the difference between WARP drivers,reference drivers and software drivers?

我怕爱的太早我们不能终老 提交于 2019-12-02 08:41:39
In DirectX 11, there are four types of drivers: D3D_DRIVER_TYPE_HARDWARE D3D_DRIVER_TYPE_REFERENCE D3D_DRIVER_TYPE_SOFTWARE D3D_DRIVER_TYPE_WARP The first one is hardware driver which is widely known to us. and we always use this one in our program. The last 3 are WARP dirver, reference driver and software driver. from the document on MSDN, I am not quite clear what's the differences of the 3 kinds of drivers, the same is they are all implement by software, but, what's the differences? Reference device and Software device http://www.gamedev.net/topic/631456-whats-the-difference-between-d3d

DX11 Unresolved Externals

时光毁灭记忆、已成空白 提交于 2019-12-02 04:38:20
问题 1>------ Build started: Project: Setup, Configuration: Debug Win32 ------ 1>BoxDemo.obj : error LNK2019: unresolved external symbol _D3DX11CreateEffectFromMemory@24 referenced in function "private: void __thiscall BoxApp::BuildFX(void)" (?BuildFX@BoxApp@@AAEXXZ) 1>C:\Users\Josh\Documents\Game Institute\DirectX\Chapter 1\Projects\Setup\Debug\Setup.exe : fatal error LNK1120: 1 unresolved externals ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== I'm using VS2012 and

Launching SharpDX/DirectX app with DeviceCreationFlags.Debug

不羁的心 提交于 2019-12-02 04:18:10
I am trying to launch my directX/SharpDX app with DeviceCreationFlags.Debug but i am getting the following crash upon startup: SharpDX.SharpDXException: HRESULT: [0x80004005], Module: [General], ApiCode: [E_FAIL/Unspecified error], Message: Unspecified error at SharpDX.Result.CheckError() at SharpDX.Direct3D11.Device.CreateDevice(Adapter adapter, DriverType driverType, DeviceCreationFlags flags, FeatureLevel[] featureLevels) at SharpDX.Direct3D11.Device..ctor(Adapter adapter, DeviceCreationFlags flags, FeatureLevel[] featureLevels) at SharpDX.Toolkit.Graphics.GraphicsDevice..ctor

DX11 Unresolved Externals

删除回忆录丶 提交于 2019-12-01 23:57:39
1>------ Build started: Project: Setup, Configuration: Debug Win32 ------ 1>BoxDemo.obj : error LNK2019: unresolved external symbol _D3DX11CreateEffectFromMemory@24 referenced in function "private: void __thiscall BoxApp::BuildFX(void)" (?BuildFX@BoxApp@@AAEXXZ) 1>C:\Users\Josh\Documents\Game Institute\DirectX\Chapter 1\Projects\Setup\Debug\Setup.exe : fatal error LNK1120: 1 unresolved externals ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== I'm using VS2012 and trying to setup DX11 using a sample program from Frank D Lunas DX11 book. I have no idea what this error

DirectX 11 Pixel Shader What Is SV_POSITION?

痞子三分冷 提交于 2019-12-01 22:24:38
问题 I am learning HLSL for DirectX 11, and I was wondering what exactly is the SV_POSITION that is the output for a Vertex Shader, and the input for a Pixel Shader. 1: Is this x,y,z of every pixel on your screen, or of the object? 2: Why is it 4 32bit floats? 3: Do you need this System Variable for the vertex output? Thank you! 回答1: The vertex shader stage only has one required output: the position of the vertex. This value is then used by the fixed-function rasterizer to compute which pixels are