Questions tagged [directx11]

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

Filter by
Sorted by
Tagged with
14 votes
1 answer
8k views

Different shaders for different objects DirectX 11

I am learning Direct3D 11, and in all basic tutorials I found on shader writing, Vertex and Pixel shaders are written so they transform whole scene same way. ...
jantobola's user avatar
  • 255
7 votes
4 answers
6k views

How best to handle ID3D11InputLayout in rendering code?

I'm looking for an elegant way to handle input layouts in my directx11 code. The problem I have that I have an Effect class and a Element class. The effect class encapsulates shaders and similar ...
JohnB's user avatar
  • 763
6 votes
1 answer
9k views

SV_POSITION in pixel shader

What are the uses for SV_POSITION in the pixel shader? Previously this was the POSITION semantic and it wasn't readable in the pixel shader, but now that it is, what can it be used for? In an SM2 ...
Telanor's user avatar
  • 618
3 votes
1 answer
1k views

Multiple pixel shader passes

I currently have a pixel shader that calculates the texture and I have another that calculates the light. I want another shader that does both. What I would ideally like to do is instead of creating a ...
Caesar's user avatar
  • 461
1 vote
1 answer
17k views

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. ...
János Turánszki's user avatar
0 votes
1 answer
4k views

How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11

I'm programming a two-pass effect in DirectX 11 (SharpDX). It's supposed to write the depth to a texture in the first pass and then use that texture to extract data on the second one in the pixel ...
c4sh's user avatar
  • 233
20 votes
7 answers
11k views

Modern Shader Book? [closed]

I'm interested in learning about Shaders: What are they, when/for what would I use them, and how to use them. (Specifically I'm interested in Water and Bloom effects, but I know close to 0 about ...
9 votes
2 answers
3k views

D3D/DXGI handle fullscreen transition

I have a D3D11 application, and I want to add proper fullscreen suport. Now I can let DXGI switch my window to fullscreen for me, and I'm under the impression that DXGI will take care of everything ...
user avatar
8 votes
2 answers
16k views

How to use UpdateSubresource and Map/Unmap?

From what I understood (from reading various pages) there are 2 ways to update a buffer: UpdateSubresource() (when buffer is created with ...
NPS's user avatar
  • 2,314
7 votes
1 answer
4k views

SRV from UAV on the same texture in directx

I'm programming gpgpu raymarching (volumetric raytracing) in directx11. I succesfully perform compute shader and save raymarched volume data to texture. Then i want to use same texture as SRV in ...
Notabene's user avatar
  • 6,068
6 votes
1 answer
3k views

Do the predefined HLSL semantics carry any meaning?

I'd say there are 3 kinds of HLSL semantics: SV_* group - these are "system value" semantics which DO carry special meanings (e.g. assign special input/output data ...
NPS's user avatar
  • 2,314
6 votes
1 answer
6k views

Render to Texture2DArray slices in DirectX11?

I would like to set a slice of a Texture2DArray as a render target in D3D/DirectX11. It's not clear how to do this. What I'm looking for is the DirectX equivalent ...
matth's user avatar
  • 183
5 votes
3 answers
3k views

The pros and cons - DX9 moving to DX11 render?

We are a "nano" game dev company working on REFUSION. DX9 renderer is almost done and question is: Should we move it to DX11 or not? Anyone have experience with this? Here are some videos from dev ...
samboush's user avatar
  • 303
5 votes
1 answer
3k views

How to fix odd artifacts at the edges of textures in DirectX 11?

In my DirectX 11 project, when I have textures they have odd artifacts at the edges. I've seen it before and searched online, but I can't find any DirectX examples that I can get to work. You can ...
smoth190's user avatar
  • 916
4 votes
1 answer
2k views

Getting rid of texture bleeding

Edit: I figured out what problem I was facing, it's called Texture/Pixel bleeding, which I was not aware of yet. I posted an answer below consisting of a small description of the problem and a link to ...
LukeG's user avatar
  • 1,537
4 votes
2 answers
3k views

Mapping a C++ struct to an HLSL cbuffer

Out of curiosity (and peace of the mind...) I wondered how DirectX decides which attribute from a struct corresponds to the right variable inside an HLSL cbuffer-...
PinkTurtle's user avatar
4 votes
2 answers
870 views

DirectX11 - Color Interpolation Along Quad Diagonal

Imagine that we have a vertex structure that looks like this: struct Vertex { XMFLOAT3 position; XMFLOAT4 color; }; The vertex shader looks like this: <...
fighting_falcon93's user avatar
4 votes
1 answer
6k views

Why can't I write to my render targets?

Alright, been working on setting up my first deferred rendering attempt using a light prepass technique in Direct3D 11. Anywho, I've been having problems understanding and using render targets. Never ...
KlashnikovKid's user avatar
3 votes
1 answer
2k views

Creating Input layouts for different vertex types

I'm still in the planning phase for a hobby abstract renderer, and i'm wondering how i should handle multiple vertex types and different shader inputs. (This is my first graphics project, so cut me ...
FatalCatharsis's user avatar
2 votes
1 answer
2k views

Question about mipmaps + anisotropic filtering

I'm a bit confused here and maybe someone can explain this to me. I created a simple test texture for my terrain which is nothing more than a solid green color with a black grid overlayed on top of it....
Telanor's user avatar
  • 618
2 votes
2 answers
556 views

Should I start to use DX11 [duplicate]

Possible Duplicate: learning Direct3D 9, 10 or 11 ? I have just started game dev and was wondering should I use DX11 or version 10? I know AMD/nVidia now have DX11 cards but there are not many ...
user avatar
1 vote
1 answer
4k views

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 ...
bobobobo's user avatar
  • 17.1k
1 vote
2 answers
192 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 ...
philB's user avatar
  • 129
1 vote
1 answer
265 views

Downscaling texture via mipmap [closed]

Copied from Computer Graphics SE. I am implementing a post-processing effect in my DirectX 11 pet renderer. The post-processing pass is implemented by rendering a full-screen quad covered with ...
ivokabel's user avatar
  • 113
1 vote
1 answer
585 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 ...
Craig's user avatar
  • 11
1 vote
1 answer
828 views

DirectX11 pixel shader in pipeline is missing

I'm writing a program which displays a MS3D model using DirectX, and unfortunately, the result shows nothing on the screen. When I use the Graphics Debugger from Visual Studio 13, I notice that the ...
khanhhh89's user avatar
  • 243
1 vote
1 answer
1k views

Tessellation cracks

i'm trying to a mesh tessellate with dx11 with the tessellation factor calculated by the size of the triangle and the distance to the screen. I do the same operation on the 3 edges of the triangle, ...
Stijn Tallon's user avatar
1 vote
1 answer
3k views

How to create and populate a 2D Texture Arrays in DirectX11

I have generated a bunch of ID3D11ShaderResourceView that are a 2D textures that have a depth map screen shot for my lights shadows. I would like to take all of ...
Caesar's user avatar
  • 461
1 vote
1 answer
2k views

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 ...
NPS's user avatar
  • 2,314
1 vote
1 answer
210 views

I don't think my shaders are working, looking for help

Using sharpdx(directx 11) developing on UWP. This is a link to a previous question of not being able to compile the shader files(written in hlsl) How to compile shader files in UWP Later I have found ...
王凯越 Kaiyue Wang's user avatar
0 votes
1 answer
718 views

Can state setting warnings be ignored?

If I am running DirectX 11 in debug mode (D3D11_CREATE_DEVICE_DEBUG), I am constantly getting these warnings: ...
János Turánszki's user avatar
0 votes
1 answer
663 views

Using ID3D11DeviceContext::Map to update a dynamic texture results in offset or incomplete data

Background I'm generating a memory texture at load time to store the offsets into a texture atlas for a tilemap as described here Any way to combine instantiated sprite renderers into one texture so I ...
Casey's user avatar
  • 2,025
0 votes
0 answers
90 views

XNA games C# application executable work on one win7 not the other one

Our company wrote a game in XNA studio 4 almost ten years ago. we try to reinstall it in win7 with only the executable. Both installed XNA Game Studio 4.0. Below is the environments parameter I can ...
sandy's user avatar
  • 1
0 votes
0 answers
150 views

How do I store the texture coordinates for thousands of tiles in a tile mesh on the GPU and not just the most recent?

This is a follow-up to this question. The geometry shader is performing fantastically, but now I've lost the ability to display more than one tile type at once (the last one in the visible array is ...
Casey's user avatar
  • 2,025
0 votes
1 answer
388 views

Geometry shader-generated tile mesh isn't any faster than CPU-generated version

For practice, I'm writing a Rogue-like. In order to speed up tile rendering I have a dynamic Mesh/MeshBuilder that collects all the vertices of the visible tiles' quads (4 vertices per tile: position, ...
Casey's user avatar
  • 2,025
0 votes
1 answer
269 views

Figuring out the exponent in a spotlight equation from the angle of a cone

I followed a tutorial on how to build a spotlight using DirectX. This tutorial uses a point light equation plus a line of code to limit the light to the shape of a cone. I have everything working, but ...
JoeText's user avatar
  • 43
0 votes
1 answer
129 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 ...
philB's user avatar
  • 129
0 votes
2 answers
3k views

Direct3D11 and SharpDX - How to pass a model instance's world matrix as an input to a vertex shader

Using Direct3D11, I'm trying to pass a matrix into my vertex shader from the instance buffer that is associated with a given model's vertices and I can't seem to construct my ...
Nathan Ridley's user avatar
0 votes
1 answer
125 views

DirectXTK: Only SpriteBatch::Begin and Draw methods give LNK2019: unresolved external

I'm using DirectXTK Desktop 2017 with Visual Studio 2017 and SpriteBatch::Begin() and SpriteBatch::Draw() give an LNK2019 unresolved external error (but not SpriteBatch::End() or SpriteBatch::...
Owen Millward's user avatar