Questions tagged [directx11]
DirectX 11 is the primary graphics API for Microsoft platforms including Windows, Xbox One, and Windows phone.
755
questions
0
votes
0
answers
13
views
About possibly using Depthstencil 2D array in multiplerendertarget mode
I'm rendering in forward mode my scene with its depth buffer and because I'm using animated characters I'm plannig to find a way to use multiple rendertargets to do the directional shadow pass at the ...
0
votes
0
answers
33
views
Specular lighting does not appear
I'm struggling to add specular lighting on-top of diffuse lighting and not entirely sure where I'm going wrong. I've followed the instructions given in our lecture but it just doesn't seem to be ...
0
votes
1
answer
65
views
What is the best way to handle more bone weights than allowed in code?
I am currently attempting to incorporate animated models in my game engine, using Assimp to load the models. I can load and render the static model just fine, but when I try to enable the animation, ...
0
votes
0
answers
24
views
Some of the assignment operations in the directx11 compute shader are getting skipped, even though the assigned values are used later
I'm implementing an algorithm called Fast3x3 SVD on my compute shader. However, while I was debugging my compute shader in RenderDoc, I noticed some assignment operators were completely getting ...
1
vote
1
answer
77
views
Blitting GStreamer's decoded buffer into a Unity render texture
I'm working on a Unity native plugin that runs a gstreamer pipeline in the background, decodes it using hardware decoding, then copies the texture over to a render ...
0
votes
2
answers
64
views
Skybox looks distorted when camera nears sides of the cube
I created a cubemap for skybox, but there were problems with displaying UV for it. when I appear in the world, everything looks fine as it should, BUT when I approach one of the sides of the cube, its ...
0
votes
1
answer
85
views
How to use gather offsets
I have this situation where I have parts of the same scene in each 4 half squares of a rendertarget rendered with the same view projection matrices. In my deferred pipeline I would like to sample with ...
0
votes
2
answers
93
views
How to use unconventional texture format
I would like to use a texture that could have more than 4 channels.
I have seen a post where they use a single channel R8 texture to store string chars.
I'm thinking of using something like that with ...
0
votes
1
answer
71
views
Screen position in Deferred Shading
I am trying to implement a program in Direct3D 11 which uses techniques like deferred shading and shadowmapping, but when I create my gBuffers, the position looks strange. After researching a bit I ...
0
votes
2
answers
42
views
error X3671: loop termination conditions in varying flow control cannot depend on data read from a UAV
I have a problem with converting my pixel shader to compute shader.
The error is in this piece of code:
...
0
votes
0
answers
38
views
using texture as variable
I was trying to use a texture as a variable in my shader (DX11 VS/PS 5.0). Can't get it.
I have recently find this piece of code here where a texture is passed as a function parameter.
Is that ...
0
votes
0
answers
49
views
How to render using Mesh Component and Transformation Component in Entity Component System
I was developing a game engine using DirectX11. You want to use the Entity Component System (ECS) in your existing method OOP.
By the way, I have a question about the rendering system of ECS.
I was ...
0
votes
1
answer
52
views
Vertex sorting to match triangle list definition of an hexagon
I’m working on a project to display molecules with DirectX that I’m updating regularly to add visual effects. The one I’m working on is simple: display a flat transparent hexagon that match a ...
0
votes
1
answer
63
views
Rotation is happening in reverse when the cube is upside down
I am writing this functionality in DirectX to rotate cube using the mouse. Now the functionality is working perfectly fine when the cube is sitting straight, but mouse functionality is reversed when ...
1
vote
1
answer
279
views
Difference between Command Lists and Deferred context
I'm new to DirectX and I feel like I killed Google search but still cannot find information about the difference between these:
Immediate context + Command Lists
Immediate context + Deferred context (...
1
vote
1
answer
106
views
What am I doing wrong with this BC7 reading?
I need to import a BCn image without any existing libraries. Thus, I have to write my own reader. This has gone fairly well so far for BCs 1-5 (don't need BC6), but now BC7 is causing a problem.
As ...
0
votes
1
answer
31
views
Little problem with offsetting transformed vertex in a vertex shader
I’m working on some home-made menu stuff under DX11. I’m creating the rect menus at start all located at position 0,0. Each menu contains some lines of options. Everything is created as transformed ...
0
votes
1
answer
96
views
Looking for an advice on how to possibly boost my compute shader
I have 4 rendertargets R10G10B10A2 each being used to store color and normal in a compact double RGB 555 bits format. When I'm doing the lighting pass I'm obliged to have extra rendertargets because ...
0
votes
1
answer
41
views
Object stuck to screen no matter what eye position is used
I've run into an issue when trying to write a simple rendering program in D3D11. I'm 90% sure it's to do with some faulty matrix multiplication or generation, but I've tried debugging the values of ...
0
votes
0
answers
272
views
Message pump and D3D11 DXGI in separate threads
I have read:
https://learn.microsoft.com/en-us/windows/win32/direct3darticles/dxgi-best-practices#multithreading-and-dxgi
https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/d3d10-graphics-...
1
vote
1
answer
71
views
Last hole artifact in screen space refection with Hierarchical Z
After lot of efforts I have an almost nice shader doing SSR with HiZ. The shader is provided below. Some parameters are tunable and you can speed up things but the difficulty in my scene (picture) are ...
0
votes
2
answers
442
views
3
votes
1
answer
169
views
How Can I Match the Windows Cursor Latency with a DirectX Rendered Cursor?
My Win32/DirectX 11.1 project requires that I render the mouse cursor myself rather than use the system cursor. This is easy enough; however, I've found that there is a human-perceptible latency when ...
0
votes
1
answer
56
views
Trying to debug slow DrawIndexed calls. 0.1+ms CPU usage per call
I have just been reworking my rendering pipeline. There is an issue I had noticed cropping up during this work but now its become constant and I cant figure out the cause.
Every call to ...
0
votes
2
answers
247
views
Handling pipeline objects in both DX12 and Vulkan like graphics APIs
I have been using OpenGL and Directx11 extensively for my engine. The thing is, when I wanted to support DX12 or Vulkan, I realized that they collect all the state data in one place, removing the ...
0
votes
1
answer
191
views
How to generate mipmaps with min value sampling for Hierarchical Z test (HiZ)?
I'm on the way to add HiZ to my SSR protocol as explained here
I would like to use generatemip, but can't find how to select sampled pixels based on a min value ...
1
vote
1
answer
571
views
Would you ever need multiple D3D11 devices?
I'm programming a rendering engine, and I'm considering whether on not I would need to implement the availability to call D3D11CreateDevice() multiple times to get ...
0
votes
1
answer
184
views
What would be a correct ID3D11Query design for occlusion testing?
I've tried looking for tutorials or samples related to the topic - but all that I could find are either scientific papers or vague posts on forums.
As I understand it - I need to dedicate a whole pass ...
0
votes
1
answer
125
views
d3d11 compute shader compile failed
I want to comiple a compute shader from text, but it failed with 0x8e16d728 error.
...
1
vote
2
answers
132
views
D3D11 Indices are Messed Up and Doesn't Follow my Primitive Topology
I am attempting to create a cube but I have been stuck on this for a very long time to no avail.
My results look like this:
All of my indices are messed up! Some are connected to the wrong vertices ...
0
votes
1
answer
151
views
Why would some assets require a transposed TBN matrix?
I'm writing an OpenGL/DX11 Windows/Linux "engine" and I've encountered a confusing behavior in DX, specifically. For math, I'm using GLM, which means all of my HLSL ...
0
votes
1
answer
114
views
Scaling and offset problems with screen space reflexion in DX11
I've transposed from OpenGL to DX11 a SSR ray marching shader (code found here : https://community.khronos.org/t/screen-space-reflections/69987). It seems to work well but I have had an initial ...
2
votes
0
answers
150
views
Depth func LESS EQUAL not working as expected
How is it possible that a fragment is generated, passes the depth test but isn't written to the current render target?
This is the pixel history I see if I capture a frame in RenderDoc:
The fragment ...
0
votes
1
answer
40
views
ZBias trouble with alternative cubemap shadow method
I find two methods to produce cubemap for shadow both using the same geometry shader to draw each of the 6 faces. The first one writes in the depth buffer only and is used like this (really I thanks ...
0
votes
1
answer
171
views
How do I offset a texture pointer in order to store an array of D3D11_SUBRESOURCE_DATA?
I'm attempting to load a sequence of frames from a GIF into a Texture2DArray using stbi_load_gif_from_memory which returns a ...
0
votes
0
answers
100
views
Problem with geometry shader and srteamout (directx11)
I'm starting with geometry sahder to simply transform vertex pos/norm in world space and pass this to ouput vertex buffer for sequential rendering.
A unique original model is created with position ...
0
votes
1
answer
18
views
Deffered shader with alpha : orient target writing
I have this bit of shader code to orient SV_target writing depending on alpha value
for SV_Target0 : color0 = (input.a == 1)? float4(some value) : float4(0,0,0,0);
for SV_Target1 : color1 = (input.a ...
0
votes
0
answers
20
views
After drawing the scene with the deferred shader, I want to draw an object to be alpha blended, but it doesn't work
After drawing the scene with the deferred shader, I want to draw an object to be alpha blended, but it doesn't work.
This is the current drawing order
...
0
votes
1
answer
45
views
Depth does not writes in texture
I am doing volumetric fog. In the first pass I write down the depth of the front polygons of the cube, in the second pass I write down the depth of the back polygons of the cube, in the third pass I ...
0
votes
0
answers
38
views
Do D3D11 / Metal / Vulcan programs commonly use upload/buffer threads?
I am porting an older OpenGL ES 2 program to more modern APIs (DX11/Metal/Vulkan, let's say.) The existing code uses a dedicated uploading/buffering thread (via a "share context") to upload ...
0
votes
1
answer
241
views
Cascaded Shadow Maps - Handling shadows that cast into different cascades
For example I have 3 shadow cascades. A shadow is cast by a hill in my 2nd cascade, but the shadow itself is cast into not only the 2nd cascade but also the 1st. In the shader program, in order to ...
0
votes
1
answer
102
views
I can't render faces properly in my DirectX11 project
For some reason, only back-faces are rendering, even if I set the rasterizer and stencil buffer and state to any values. Setting D3D11_CULL_NONE, ...
1
vote
2
answers
785
views
D3D11 wrong full screen resolution
I am currently writing a Directx 11 engine and have problems with the resolution when switching to exclusive fullscreen on my 1440p monitor. If i call SetFullscreenState(TRUE, NULL), the screen ...
0
votes
0
answers
25
views
Need an approach for mounting turrets
I'm working on a game with the ability to customize the type of turrets on your starship. My question is how would I go about positioning the turret mesh at the hardpoint locations. Do I need to ...
0
votes
0
answers
253
views
Use VSSetConstantBuffers or VSSetConstantBuffers1?
I am wondering what is the performance difference between 2 constant buffer strategies.
For example, in my scene, there is a lot of objects. Some of them are static and others are not.
Strategy 1:
...
0
votes
1
answer
84
views
Is it a good idea to swap between a lot of different shader states during runtime?
What I'm trying to do is create a specific shader states(depthstencil, blend, and rasterizer)...
1
vote
1
answer
336
views
Can't create Render Target with CreateDxgiSurfaceRenderTarget
I'm trying to create ID2D1RenderTarget to be used for writing text with DirectWrite. I tried two methods but can't get it working, both yield "The parameter is incorrect" error code.
In the ...
1
vote
1
answer
760
views
Map() fails when reading back GPU Texture
I need to read back a GPU texture (stored in the GPU as D3D11_USAGE_DEFAULT). I am doing this via creating a staging ID3D11Texture. The whole application is running ...
3
votes
1
answer
223
views
In game development, what aspects to consider when choosing a 32-bit architecture over a 64-bit architecture?
I was developing a graphics engine from scratch using Direct3D11 and some APIs, but I stumbled in a situation where it would beneficial to me to use a certain library, but it's binaries are only ...
3
votes
0
answers
233
views
How to make use of resizable BAR?
From what I understand, resizable BAR (aka. Smart Access Memory) makes it possible to access the whole GPU memory from CPU code. But how can a programmer make use of that?
Is there an example or code ...