5,946 questions
Best practices
1
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2
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36
views
Is there a way to force iFlip mode from my application?
We have created a UI framework using DirectX and Win32 APIs. Recently we started using iFlip mode. But with iFlip mode DWM automatically switches back to iFlip mode from composited mode, when a popup/ ...
Advice
1
vote
2
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33
views
Is optimization done at graphics pipeline creation time between stages?
The reason I'm asking this question is because I have cases in a vertex shader where I have:
layout (location = 0) out float3 outEyeSpacePosition;
layout (location = 1) out float2 out_tex_coords;
And ...
3
votes
1
answer
87
views
Flickering when drawing to IDCompositionSurface
I tried drawing a rounded rectangle via the renderTarget, but encountered an issue where the image disappears every other frame—what could be the cause?
#include <d2d1_1.h>
#include <d2d1_2.h&...
3
votes
2
answers
91
views
What does a min filter do on the same mip level?
In a graphics API like Vulkan, you have VkFilter, which can be NEAREST or LINEAR. Leaving aside the mipmap filtering, which is another thing altogether, I'm trying to understand what the point of the ...
-2
votes
1
answer
118
views
DirectX debug layer dll version mismatch
I was learning directx by https://github.com/d3dcoder/d3d12book, and at one point, it suddenly started not working in Debug mode like this.
So I asked github copilot and he said that the problem was ...
1
vote
1
answer
99
views
Non-uniform access by indexing vs non-uniform access from a switch case or if-else statement
This question is supposed to be in the most general sense possible, this is because I'm using the Slang shading language to apply potentially to multiple graphics APIs.
In OpenGL and Vulkan the ...
1
vote
0
answers
65
views
How to force allocated D3D12 resource to reside in VRAM and not be demoted to shared RAM?
For testing purposes I need a tool that will occupy some amount of VRAM, leaving a reduced available VRAM to the rest of the applications. I implemented a version that somewhat works using D3D12 API, ...
1
vote
1
answer
70
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Automatic shader PDB resolution in PIX (compiled via dxcompiler.dll)
I'm trying to follow https://devblogs.microsoft.com/pix/using-automatic-shader-pdb-resolution-in-pix
Emitting PDBs for DXIL Shaders (compiled via dxcompiler.dll)
You can discover the relevant ...
1
vote
1
answer
67
views
Can you extract a world (or world-view) matrix from a World-View-Projection (WVP) matrix?
Can you extract a world (or world-view) matrix from a World-View-Projection matrix? Some apps might only provide a WVP matrix to vertex shader inputs. If you intercept them you can't transform ...
1
vote
0
answers
48
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Why does nuget DirectXShaderCompiler overwrite FXCToolPath
I added Microsoft.Direct3D.DXC so that I would have dxcompiler.dll
But then I couldn't compile Shader Model 5 shaders. The build system couldn't find fxc.exe from the SDK because it looks in the DXC ...
2
votes
0
answers
115
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Directx 9: How to flip render output
I'd like to add flipping the render output window (X and) of an existing project, a c64 emulator.
It is written in C, and it uses IDirect3DDevice9, so i have to work with this.
I did google a lot, ...
-1
votes
1
answer
790
views
How to move AMD DX shader cache [closed]
I need to move the shader cache for the game STALKER 2 off of my C: drive as there is not enough space. How can I move the directory:
C:\Users\tk421\AppData\Local\AMD\DxcCache
to another drive in ...
-6
votes
1
answer
104
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Host to GPU in terms of endianness discrepancy [closed]
I have been told that when it comes to GPU APIs like Vulkan and DirectX and the host is for example little-endian and the GPU is big-endian that you can read for example a 32-bit integer and the ...
3
votes
0
answers
200
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DX11 GPU memory leak on OpenSharedResource
I'm trying to figure why i'm getting GPU memory leak on this code.
I checked using System Informer, at "Gpu Dedicated bytes" the memory usage increases on each loop iteration.
I thought it ...
2
votes
1
answer
148
views
How do you upscale DirectX 11 textures?
I have sample code that creates a 320x180 texture and displays it in a resizable window that starts off at 320x180 inner-size.
But as I resize the window upwards, the texture is blurry. I thought that ...