DirectX 11 is the primary graphics API for Microsoft platforms including Windows, Xbox One, and Windows phone.

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Constant buffer content packing

I've read this: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476898%28v=vs.85%29.aspx#Shader_Constant_Buffer but there's not much information in it. When creating a constant buffer do I ...
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How to access raw texture data in DirectX 11?

I want to get access to a texture's pixel color data on the CPU. When trying to map the texture, I get E_INVALIDARG in return from ID3D11DeviceContext::Map. ID3D11ShaderResourceView* resourceView; //...
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815 views

Determine the stride of a DirectX Texture2D line?

Is there a way to determine, or preferably calculate/predict, the the stride of a line of a DirectX 11 Texture2D resource when using SharpDX? (E.g. Can we say the stride of a line is always a power ...
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Does Direct3D 11 enable Z-clipping/discard by default?

I'm rendering simple 2D figures in DirectX 11.1 and I cannot get Z-values to be rendered; all pixels with Z != 0 get discarded. I'm doing proper world transform as far as I know. X/Y translations work....
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View Matrix to Texture Matrix

I'm converting view coordinates to texture coordinates for both my shadow maps and Screen space reflections. I keep seeing this conversion in examples: var T = new Matrix { ...
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Elegant ways to handle rendering with DirectX 11

I'm looking for a design pattern that's going to help me to elegantly handle the rendering of my game objects. Lots of game development guides talk about how to handle the game objects themselves, ...
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739 views

Update DirectX 11 Texture Created in Unity Asynchronously in the Native (c++) Plugin

Sorry for the long question :D tl;dr version :) Is it possible to update DirectX 11 textures created in Unity asynchronously in a native plugin (C++)? I've written a plugin that retrieves data from ...
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Static constants set to default value in HLSL

I'm using dx11 and I'm working on SSAO. I am having wierd results, so I tried debugging it using RenderDoc and stepping through the pixel shader log, all the values of the static array seems to ...
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Estimated framerate for custom engine?

I've been writing my own engine with C++ and DirectX 11. I've got 3d models loaded in with diffuse maps, normal maps, and shadows. There's other things with the engine but my question doesn't pertain ...
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Texture2DArray in Directx11 with different formats

I'm trying to create a texture2DArray from multiple of images, each of which has different formats, and I got the following error from the DirectX11 debug layer. D3D11 ERROR: ID3D11DeviceContext::...
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How do I correctly multiply an XMMATRIX by a scalar?

Using DirectXMath and its XMMATRIX structure in C++ and Direct X 11, how does one multiply that matrix structure by a single float scalar? I want to implement the operation B = A * f; where A and B ...
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Difference between texture arrays and multiple single textures?

I've just learnt that DirectX 10 and above have a feature called "texture arrays". Which, basically, is just a normal array of textures (shader resources) which in a shader is declared like: ...
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How can I read texel data on a separate thread in D3D11?

In D3D10, I load a staging texture onto my GPU memory, then map it in order to access its texel data on the CPU. This is done on a separate thread, not the thread I render with. I just call the device ...
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616 views

Game only runs at 60fps in windowed mode with a 120hz monitor?

In fullscreen the game will run at 120fps fine, the correct refresh rate for the monitor, but in windowed mode it only runs at 60fps. If I disable VSync then it runs at thounsands of fps so it's not ...
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How can I compile SM 3.0 effects in D3D11 in SlimDX?

var bytecode = ShaderBytecode.CompileFromFile("shaders\\testShader.fx", "fx_5_0", ShaderFlags.None, SlimDX.D3DCompiler.EffectFlags.None, null, null, out str); var effect = new SlimDX.Direct3D11.Effect(...
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351 views

Painter algorithm on transparant objects

Why do you have to use the painter's algorithm when drawing transparant objects ? Can't you just use a z-buffer, draw all non transparant/opaque objects, then draw all transparant/opaque objects last? ...
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Compiler cannot find some DX11 types (but can find DX10)?

my problem is probably trivial but I'm new to DX and have some trouble. I've found a code snippet (of a Shader class) with ID3D10Effect and ID3D10EffectTechnique types but I'm using DX11 so I changed ...
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183 views

When would a GPU need to write data to a vertex (or other) buffer?

I'm trying to understand why, when and how a GPU would need to write data to some buffer inside its own Video Ram. In Direct3D 11, there are two flags that concern this, which are ...
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changing depth stencil state in DirectX11

An example from Frank D Luna's 3d Game Programming with Dx11 shows the following effect technique: technique11 DrawTech { pass P0 { SetVertexShader( CompileShader( vs_5_0, DrawVS() ) ); ...
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DirectX post-processing pipeline

I'm trying to make a simple post processing pipeline, depicted as follows with 3 effects in this case: |------| |------| |------| I -->|Shader|-O->|Shader|-I->|Shader|-O->...
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Why can't my .exe find my .fx file?

I'm having a problem with my .fx file in my D3D 11 application. I can run the application just fine from Visual Studio, but when I run the .exe it fails when trying to load the .fx file. I've ...
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How did you learn DirectX 11? [closed]

How did you learn the DirectX 11 API? MSDN documentation, tutorials, blogs, sample applications, books, etc?
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picking 3D objects rendered using instancing

i have a peice of code that renders a 3D image, say a cube. I require 3 cubes in in different locations, this is done using instancing and i am able to render the cube in 3 different locations. ...
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Frame timer does not show time

I am currently using DirectX11 and MFC. The top of the window should tell me how long it takes to render the cube (in seconds). At the moment the cube is rendered but when I try to work out how many ...
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ID3D11Device::CreateInputLayout: Encoded Signature size doesn't match specified size

I get [ STATE_CREATION ERROR #161: CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE] with the following code: // Vertex data struct VertexData { XMFLOAT3 v; XMFLOAT2 vt; XMFLOAT3 vn; }; // ......
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Directx displaying selectable text

I am new to direct x and following this tutorial : brayzarsoft (part 14) I was able to display text. However, using this method the text is rendered to a texture. When you look at games that have ...
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How can I send matrix data to shaders without the Effects11 framework?

I'm making a Direct3D engine but I'm stuck with this one little problem. I want to not use effect files but instead use shader files. What can I use to send matrix variables to shaders if I don't use ...
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440 views

How can I mark a pixel in the stencil buffer?

I never used the stencil buffer for anything until now, but I want to change this. I have an idea of how it should work: the gpu discards or keeps rasterized pixels before the pixel shader based on ...
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DirectX 11 Updating Resolution

Searched for a while thinking this would have some obvious tutorials but I can't find anything... which makes me think I must be using the wrong wording because it seems obvious. Anyway, when I ...
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How do I change rasterizer state properly?

To set the rasterizer state I have to ID3D11Device::CreateRasterizerState() and then ID3D11DeviceContext::RSSetState. And then I should ID3D11RasterizerState::Release() it, right? How about when I ...
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862 views

Why does switching to fullscreen produce this graphical glitch?

I followed this tutorial and things were looking good. However, when switching to Fullscreen from 800x600 using alt-enter, I noticed an error in debug output: DXGI WARNING: IDXGISwapChain::Present: ...
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Rendering a image with some transparency has removed all black pixels and makes full texture transparent

I am writing a program where with Directx11 I am rendering a texture to a flat rectangle something along the line a of 2D engine. Now parts of this image need to be transparent, to this effect I ...
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348 views

How do I draw an isoline in a shader with a triangle topology?

I have some problems with my displacment. So I would like to have a simple little isoline starting in every triangles face center of the mash pointing in the direction of the corresponding faces ...
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How do I reverse the playback of an animation (instead of restarting it)?

I have created a sprite sheet of which consists of six frames of a character whose legs move each frame. Now I have written code so that the animation is running successfully from frame one to frame ...
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861 views

Do textures that are inside a shader resource need to be explicitly released too? (DirectX 11)

I have a ID3D11Texture2D (that I've created manually) inside a ID3D11ShaderResourceView. When I want to Release() the resource view, do I need to Release() the texture that it is inside too? Or is it ...
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Loading a vertex shader compiled by Visual Studio 2012

I've got an extremely simple vertex shader that Visual Studio 2012 compiles into a .cso file. Now I want to load this file and create a vertex shader on the graphics device using the ID3D11Device::...
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DX11 application running on Windows XP using only DX9?

I'm developing an application that utilizes DX11. I know that DX11 is only available on Windows 7 (and Vista with SP). I wonder if there is some way to run the application on Windows XP and use only ...
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Texture the quad with different parts of texture

I have a 2D quad. Let say it's position is (5,10) and size is (7,11). I want to texture it with one texture, but using three different parts of it. I want to texture the part of quad from x = 5 to x =...
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How do you rotate a cube map?

I'm looking for suggestions on this Say you have a cube map. You want to rotate it as efficiently as possible. You can render the cube map, rotate the camera, and render the scene to another cube ...
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473 views

Marshalling C# Structs into DX11 cbuffers

I'm having some issues with the packing of my structure in C# and passing them through to cbuffers I have registered in HLSL. When I pack my struct in one manner the information seems to be able to ...
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Why are my scene's depth values not being written to my DepthStencilView?

I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. ...
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Proper vertex buffer use

How're you supposed to use vertex buffers? Say you have 500 distinct deformable shapes/models in the world (ie you want to be able to change/delete vertices from the models somewhat arbitraily as the ...
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DirecX 11 R8G8B8 24bit format without alpha channel?

This is maybe a stupid question but I can't seem to find texture format for simple 24bit R8G8B8? There is only 32bit R8G8B8A8, but some of my textures don't have alpha channel. Is there any way to do ...
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Using a DirectX Vertex Shader to Modify the Vertex Data in VRAM?

I'm working on a GPU-side particle system in DirectX 11 where the vertex shader uses a vector field encoded into the color channels of a texture to modify the positions of the vertices before drawing ...
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Full screen quad in the HLSL Directx 11

I want to create a full screen Triangle/Quad so I can blur the box that is the quad I made. I want to do this in the vertex buffer. I tried this code: struct VSQuadOut { float4 position : ...
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DirectxMesh obj to cmo texture coordinates off

I'm having trouble getting the texture coordinates of the cmo to match how the mesh was unwrapped in blender. I am using the directxmesh to convert the obj to a cmo and the directxtk to load the cmo. ...
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ID3D11Buffer and std::array : buffer looks empty

I am having trouble at rendering vertices stored in a std::vector. // Create and initialize the vertex buffer. D3D11_BUFFER_DESC vertexBufferDesc; ZeroMemory(&vertexBufferDesc, sizeof(...
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DDS files with DirectX Tk, Some work, some don't

I am learning DirectX with the DirectX Tool Kit library and everything seems to be going smoothly but I have run in to a tiny little hiccup. I am currently trying to load DDS textures from file ...
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DirectX 11 - Get the world matrix of my camera

I'm relatively new to the world of 3D games programming and I am not sure if I am understanding some key concepts correctly. Right now I have created a sphere that is 2.0f in radius which surround ...
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D3D11/C++ Inaccuracies in uv interpolation in pixel shader. How to avoid?

I'm trying to draw a quad with a texture onto the screen such that texels and pixels perfectly align. Sounds pretty easy. I draw 2 triangles (as TRIANGLE_LIST, so 6 vertices) using these shaders: ...