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DirectX 11 is the primary graphics API for Microsoft platforms including Windows, Xbox One, and Windows phone.
2
votes
Marshalling C# Structs into DX11 cbuffers
The layout is perfectly valid for both samples in C#/HLSL (I did a quick test with your layout and It's working - SharpDX based), so I suspect that there is something wrong elsewhere (marshaling the s …
5
votes
Accepted
Why can I not map a dynamic texture in D3D?
The main reason Direct3D10 Map methods were moved to Direct3D11 DeviceContext is to support multithreading. They were previously attached to each resource (thus implicitly, a single device), but with …
4
votes
Accepted
Determine the stride of a DirectX Texture2D line?
I don't know in which case you would like to do this, though I have two cases in mind:
If you are creating a Texture2D with an initial DataRectangle, the Pitch must be set to the number of bytes pe …
5
votes
Accepted
What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a...
The valid formats for typeless Direct3D11 depth buffer are:
DepthStencilBuffer: DXGI_FORMAT_R16_TYPELESS (instead of typical DXGI_FORMAT_D16_UNORM)
DepthStencilBufferView: DXGI_FORMAT_R16_FLOAT
Dept …
7
votes
Accepted
Difference between texture arrays and multiple single textures?
Not exactly: texture arrays are declared in HLSL as Texture2DArray for Texture2D and not as an array of texture, so it is quite different. They are almost acting as a 3D texture, where the z is a slic …
4
votes
Accepted
Partial Shader Signatures HLSL D3D11 C++
Yes, this behavior changed from DX9 to DX10+, don't know much about the real story behind it, but I suspect that DX9 had to remap registers between VS and PS at runtime anyway (when linking shaders) w …