It looks like a tiny grid on top of my model. Strangely enough when I set multisampling to 1 everything seems fine, until I draw the model with 0.5f opacity, which creates the same artefacts. And that goes through each multisample count.
Here is my device setup:
// Create swap chain description
DXGI.SwapChainDescription swapChainDesc = new DXGI.SwapChainDescription()
{
BufferCount = 1,
Usage = DXGI.Usage.RenderTargetOutput,
OutputHandle = Window.Handle,
IsWindowed = true,
ModeDescription = new DXGI.ModeDescription(0, 0, new Rational(60, 1), DXGI.Format.R8G8B8A8_UNorm),
SampleDescription = new DXGI.SampleDescription(1, 0),
Flags = DXGI.SwapChainFlags.AllowModeSwitch,
SwapEffect = DXGI.SwapEffect.Discard,
};
// Get device and swap chain
DX10.Device.CreateWithSwapChain(null, DX10.DriverType.Hardware, DX10.DeviceCreationFlags.None, swapChainDesc, out Device, out SwapChain);
// Get back buffer view
using (DX10.Texture2D texture = DX10.Resource.FromSwapChain<DX10.Texture2D>(SwapChain, 0))
BackBufferView = new DX10.RenderTargetView(Device, texture);
// Get depth stencil view
DX10.Texture2DDescription descTexture2D = new DX10.Texture2DDescription()
{
Width = 1280,
Height = 720,
MipLevels = 1,
ArraySize = 1,
Format = DXGI.Format.D24_UNorm_S8_UInt,
SampleDescription = BackBufferView.Resource.AsSurface().Description.SampleDescription,
Usage = DX10.ResourceUsage.Default,
BindFlags = DX10.BindFlags.DepthStencil,
CpuAccessFlags = DX10.CpuAccessFlags.None,
OptionFlags = DX10.ResourceOptionFlags.None
};
DX10.DepthStencilViewDescription descDepthStencilView = new DX10.DepthStencilViewDescription()
{
ArraySize = 1,
Dimension = DX10.DepthStencilViewDimension.Texture2DMultisampled,
FirstArraySlice = 1,
MipSlice = 1,
Format = descTexture2D.Format,
};
using (DX10.Texture2D texture = new DX10.Texture2D(Device, descTexture2D))
DepthStencilView = new DX10.DepthStencilView(Device, texture, descDepthStencilView);
// Set rasterizer
DX10.RasterizerStateDescription rasteriserDesc = new DX10.RasterizerStateDescription()
{
CullMode = DX10.CullMode.Front,
DepthBias = 0,
DepthBiasClamp = 0,
FillMode = DX10.FillMode.Solid,
IsAntialiasedLineEnabled = false,
IsDepthClipEnabled = true,
IsFrontCounterclockwise = false,
IsMultisampleEnabled = false,
IsScissorEnabled = false,
SlopeScaledDepthBias = 0
};
Device.Rasterizer.State = DX10.RasterizerState.FromDescription(Device, rasteriserDesc);
// Set viewport
var viewport = new DX10.Viewport(0, 0, Window.ClientSize.Width, Window.ClientSize.Height);
Device.Rasterizer.SetViewports(viewport);
// Set blend state
DX10.BlendStateDescription descBlendState = new DX10.BlendStateDescription()
{
IsAlphaToCoverageEnabled = true,
SourceBlend = DX10.BlendOption.SourceAlpha,
DestinationBlend = DX10.BlendOption.InverseSourceAlpha,
BlendOperation = DX10.BlendOperation.Add,
SourceAlphaBlend = DX10.BlendOption.Zero,
DestinationAlphaBlend = DX10.BlendOption.Zero,
AlphaBlendOperation = DX10.BlendOperation.Add,
};
descBlendState.SetBlendEnable(0, true);
descBlendState.SetWriteMask(0, DX10.ColorWriteMaskFlags.All);
Device.OutputMerger.BlendState = DX10.BlendState.FromDescription(Device, descBlendState);
// Set depth stencil state
DX10.DepthStencilStateDescription descDepthStencilState = new DX10.DepthStencilStateDescription()
{
IsDepthEnabled = true,
DepthWriteMask = DX10.DepthWriteMask.All,
DepthComparison = DX10.Comparison.LessEqual,
IsStencilEnabled = true,
StencilReadMask = 0xFF,
StencilWriteMask = 0xFF,
FrontFace = new DX10.DepthStencilOperationDescription()
{
FailOperation = DX10.StencilOperation.Keep,
DepthFailOperation = DX10.StencilOperation.Increment,
PassOperation = DX10.StencilOperation.Keep,
Comparison = DX10.Comparison.Always,
},
BackFace = new DX10.DepthStencilOperationDescription()
{
FailOperation = DX10.StencilOperation.Keep,
DepthFailOperation = DX10.StencilOperation.Decrement,
PassOperation = DX10.StencilOperation.Keep,
Comparison = DX10.Comparison.Always,
},
};
Device.OutputMerger.DepthStencilState = DX10.DepthStencilState.FromDescription(Device, descDepthStencilState);
Device.OutputMerger.DepthStencilReference = 1;
// Set render targets
Device.OutputMerger.SetTargets(DepthStencilView, BackBufferView);
Strange enough even though I don't use multisampling I must declare the DepthStencilViewDescription.Dimension to be Texture2DMultisampled or this line:
DepthStencilView = new DX10.DepthStencilView(Device, texture, descDepthStencilView);will throw an error.
If someone wants to reproduce the error, here's the project: https://www.dropbox....yz3daq/Test.rar
So I wonder how to fix this problem since I've never encountered this kind of problem. Also I've been messing around with the device initialization code a lot, and my best bet is that the error lies somewhere within, but maybe you can tell me how to set the device up so that all basic functions work properly (eg multisampling, depth/stencling, alpha blending)
I really hope you can help me with this.






