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Member Since 25 Jul 2008
Offline Last Active Oct 18 2016 02:17 PM

#5297156 .Net DX12

Posted by on 18 June 2016 - 06:27 PM

What's the best option for playing with DirectX 12 from .NET?  I think SharpDX has implemented support for DX12, but I have more experience using SlimDX.  Did the SlimDX DX12 version ever happen?  I remember hearing some plans here about it.


FYI, SharpDX Direct3D12 is being used for example in Xenko engine (see here) and afaik, It has been working well for them.



That's the second time someone's asked this week. I haven't worked with SharpDX so I can't speak to that experience apart from where he used our code -_- But I felt that duplicating his work was not necessarily productive. If that's really not the case, and people really want a hand written SlimDX-based wrapper, then I'll see if I can pull something together.


Just a little bit more context for the readers about what Promit implies by "used our code", as one may come to the simplified conclusion that SharpDX is a copy of SlimDX or it "robbed" their code:


When I started to developed the early genuine prototype behind SharpDX (AnyCPU assemblies + full code generation of the API from the DirectX SDK headers instead of handwriting as it was done in SlimDX, more info in this old blog post), I indeed used some of the infrastructure classes and samples developed by SlimDX to boostrap it (e.g things like DataStream, RenderForm, all mathematics classes...etc.).


I then proposed the concept to the SlimDX team but it didn't work well (they wanted to rebuild from the ground up my prototype, I wanted to release it asap and evolve it in smaller steps), so I decided to launch SharpDX in November 2010 (on google code at that time). I have to admit that in the rush of releasing the code + using a tool like ReSharper that was replacing automatically all the License headers in files in bulk mode + my not-enough awareness/carefulness of licensing attributions (my deep apologize for that), the copied code from SlimDX was not giving Licensing attributions.


Promit sent me an email in February 2011 to fix this situation, which I did promptly, as you can verify that files used from SlimDX have the proper licensing since then (for example DataStream.cs), I may have missed some files when I did it, but hope not...


So, to put in perspective, this "used our code" is a very small fraction, measured under < 1% to the total code base of SharpDX.

#5244761 SharpDX.Toolkit EffectPass implementation question

Posted by on 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...

#5244248 SharpDX: MRT problem

Posted by on 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...

#5230342 SharpDX Shader Bytes - VertexShader accepts nothing

Posted by on 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.

#5176302 Render to a texture in D2D+DWrite+SharpDX

Posted by on 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.

#5176300 Problem With Creation of TypedBuffer

Posted by on 26 August 2014 - 04:16 PM


Excuse me , I thought u meant The message of the pop up window. In the output I got this :


This was explicitly explained in the link above, item 3) "And check the output log of Visual Studio in the Output Log tab"



D3D11 ERROR: ID3D11Device::CreateShaderResourceView: The Dimensions of the View are invalid due to at least one of the following conditions. Assuming this Format (0x2a, R32_UINT), ElementOffset (value = 0) must be between 0 and the maximum offset of the Buffer, 121599, inclusively. With the current ElementOffset, ElementWidth (value = 0) must be between 1 and 121600, inclusively, in order that the View fit on the Buffer. [ STATE_CREATION ERROR #128: CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS]


You should be able to see your problem with this message.


When you create a buffer view, you need to tell the range of data that is going into the view. In your sample, you don't define this. Check the documentation D3D11_SHADER_RESOURCE_VIEW_DESC , D3D11_BUFFER_SRV doc,  For this Shader Resource View you need to define ElementOffset and ElementWidth but the error message (and documentation) is a bit misleading because they should suggest the number of elements, not the size of a single element, so prefer using ElementCount and FirstElement, like this:

var desc = new ShaderResourceViewDescription();
desc.Dimension = ShaderResourceViewDimension.Buffer;
desc.Format = SharpDX.DXGI.Format.R32_UInt;
desc.Buffer.FirstElement = 0;    // same as ElementOffset in error message but more appropriate
desc.Buffer.ElementCount = MaximumCount; // same as ElementWidth in error message but more appropriate

You will get probably similar error for the declaration of UAV view.

#5176186 Problem With Creation of TypedBuffer

Posted by on 26 August 2014 - 07:12 AM

I have already done that . This is all that it gives me . 

I don't really believe this. Can you copy/paste the full output log of Visual Studio?

#5176115 Problem With Creation of TypedBuffer

Posted by on 25 August 2014 - 07:54 PM

Help yourself tongue.png "How to debug a SharpDX Exception"

#5174981 [SharpDX] Question about Z-Buffer

Posted by on 20 August 2014 - 06:20 AM

In SharpDX these two DepthStencilStates also exist (from looking at the source code), but somehow I can't access them.


SharpDX is providing low-level DirectX and a higher level API with the Toolkit. I assume you are talking about the Toolkit, but please in the future, try to give more context.


That being said, I don't know how you are looking at the source code or even you are usually using an API, but the method GraphicsDevice.SetDepthStencilState is well defined.


Also, GraphicsDevice.DepthStencilStates.Default and None provides default states, and can be used like this:



It is the same behavior for blend states and rasterizer states.

#5174249 SharpDx and d3dcompiler_XX.dll

Posted by on 17 August 2014 - 05:37 AM

You need to add it to your csproj like it is done in this sample

#5174208 SharpDx and d3dcompiler_XX.dll

Posted by on 16 August 2014 - 09:23 PM

If you are using nuget packages and building desktop applications, it will link by default the old DirectX June 2010 runtime. In order to use more recent d3dcompiler_47.dll (deployed on Windows8.x), you need to setup a config variable in your project


If you are referencing manually binaries, simply link against DirectX11_2-net40

#5171870 SharpDX Drawing rectangle

Posted by on 06 August 2014 - 07:28 AM

Some lines missing maybe because i didn't do that?



You just need to add this case yes. You can also consider drawing this grid differently long horizontal/vertical lines, and a 4 long lines around to close the board. It all depends on your requirements regarding the grid (if you need to move a single point in the grid not aligned to the others or not)

#5171860 SharpDX Drawing rectangle

Posted by on 06 August 2014 - 06:33 AM

You are using PrimitiveType.LineStrip which is as stated in the doc `Renders the vertices as a single polyline.` Instead you should use PrimitiveType.LineList which is "Renders the vertices as a list of isolated straight line segments.". You will have to change your points gen also that you have (p0-p1), (p1-p2), (p2-p3)....etc.

#5149570 ReportLiveObjects() isn't giving me enough information.

Posted by on 26 April 2014 - 12:20 AM

I have the same problem here. I suspect a recent update but don't recall last time I used the debug output and it was valid.

I have installed recently the VS2013 Update 2 RC, so It might be this install that messed up things here... If there is someone else with Windows8.1 but without VS2013 Update 2 RC to confirm this?

#5149329 C# for Xbox anyone? I'm excited!

Posted by on 25 April 2014 - 02:42 AM

From the details they have leaked at E3 it sounds like you will be considered just windows store apps and not GameOs apps, which means you only have 3bGB of memory and thats shared with the rest that is running in the shared OS.


Most of these apps will just run on windows 8 store too without any real modification to the code.



Hey, 3Gb RAM max - even shared - that would be fine for lots of indie games! If they are not messing with the market and that small games could be sold via this channel, that would be great