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Member Since 25 Jul 2008
Offline Last Active May 22 2016 06:06 PM

Posts I've Made

In Topic: Dynamic Vertex Streams in SharpDX

05 October 2015 - 06:15 PM

As @turnpast suggested, the `points` array is on the CPU and won't update anything on GPU side. You need to upload your CPU vertex buffer to GPU using `MapSubresource`, get a pointer to the writeable buffer, stream data to this memory location, then `UnMap` the buffer before drawing anything.

In Topic: SharpDX.Toolkit EffectPass implementation question

05 August 2015 - 10:29 PM

Not exactly sure about your question, but this code was done to optimize the resource bindings so that if you have multiple resources that are consecutive in terms of slots: for example instead of setting a shader resource for each slot 0, 1, 2, 3 we could squash them into a single call 0-3.


The part that is making the slot allocation is actually the one that is complicated, otherwise the code above is pretty standard, though it uses directly pointers (that are setup by the allocator), instead of using plain method like `SetShaderResource(int slot, ShaderResource resource)` in purpose because we wanted to be able to batch/squash multiple consecutive resource bindings.


Hope it clarifies a bit...

In Topic: SharpDX: MRT problem

03 August 2015 - 01:33 AM

Could you try the method d3d11Context.OutputMerger.SetTargets instead? as it is using internally the simpler method that doesn't touch UAV bindings... wondering if the UAV version is correctly working...

In Topic: SharpDX Shader Bytes - VertexShader accepts nothing

21 May 2015 - 08:39 PM

Whenever you have a SharpDXException, D3D provides most of the time a debug layer to help you dig into the problem. Follow this post for details.

In Topic: Render to a texture in D2D+DWrite+SharpDX

26 August 2014 - 04:21 PM

The message is pretty explicit. Your render target is not compatible with what is expecting D2D.


As you haven't posted the declaration of your render target, it is impossible to make a clear diagnostic, but when you say "my loaded texture2d,", this is suspicious. This must be a texture declared as a render target, not a texture that you load from the disk.