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DX11 D3DX11Effects.lib x64

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I can't build an x64 version of D3DX11Effects.lib in 2008? 2010Beta won't import the project, Win7 did something funny to the 2010Beta loader.... Why am I building this lib file anyway? Anywhere I can download this? [edit] The Visual C++ 2008 Express Edition can be used to compile .NET as well as Win32 applications immediately after installation. However, natively compiling 64-bit applications through the IDE is not supported without some involved configurations. If the freely available Windows SDK is installed, 64-bit applications can be built on the command line using the x64 cross-compiler (Cl.exe) supplied with the SDK.[9] True integration of 64bit compilers to the Visual C++ 2008 Express Edition is possible, but remains cumbersome. [/edit] Nein! I hang my head in shame.....

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Attempted to relocate to VS2010Beta......


1>Link:
1> D3DX11Effects.lib(EffectAPI.obj) : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance
1>D3DX11Effects.lib(EffectAPI.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in DirectDraw.obj
1>D3DX11Effects.lib(EffectNonRuntime.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in DirectDraw.obj
1>D3DX11Effects.lib(EffectLoad.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in DirectDraw.obj
1>D3DX11Effects.lib(d3dxGlobal.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in DirectDraw.obj
1>D3DX11Effects.lib(EffectReflection.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in DirectDraw.obj
1>D3DX11Effects.lib(EffectRuntime.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in DirectDraw.obj
1>MSVCRTD.lib(cinitexe.obj) : warning LNK4098: defaultlib 'msvcrt.lib' conflicts with use of other libs; use /NODEFAULTLIB:library
1>D3DX11Effects.lib(EffectLoad.obj) : error LNK2001: unresolved external symbol D3DGetInputSignatureBlob
1>D3DX11Effects.lib(EffectLoad.obj) : error LNK2001: unresolved external symbol D3DReflect
1>C:\Projects\DUALITY\X64\Debug\DUALITY.exe : fatal error LNK1120: 2 unresolved externals




Issues:
> What about the locking issues in the 2008 STL implementation? I have an application where the single greatest performance bottleneck is the thread locking in the STL.

In VC9 (aka VS 2008), the STL proper doesn't take locks in release mode. To clarify:

"In VC9" - we recently noticed that in VC10 Beta 1, the STL proper is taking locks in release mode. This was an unintended side effect of fusing _SECURE_SCL and _HAS_ITERATOR_DEBUGGING into _ITERATOR_DEBUG_LEVEL, and we've got a bug tracking this.

"the STL proper" - as in, things like vectors and algorithms, not iostreams. iostreams takes locks in order to allow cout to be used by multiple threads (since streaming through cout is a modifying operation).

"in release mode" - as in, /MT or /MD (with _SECURE_SCL, now _ITERATOR_DEBUG_LEVEL, set to either 0 or 1). In debug mode (/MTd or /MDd) with _HAS_ITERATOR_DEBUGGING enabled (now, _ITERATOR_DEBUG_LEVEL set to 2), locks are used to protect the bookkeeping data structures for the powerful correctness checks. If you're profiling debug mode, don't do that.

Also, this excludes whatever happens during memory allocation.

-msdn blog

Hey this could be good??? Does this mean the lib file worked lolz

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/MD => /MDd in D3DX11Effects project......


1> Generating Code...
1>D3DX11Effects.lib(EffectLoad.obj) : error LNK2019: unresolved external symbol D3DGetInputSignatureBlob referenced in function
"protected: long __cdecl D3DX11Effects::CEffectLoader::BuildShaderBlock(struct D3DX11Effects::SShaderBlock *)"
(?BuildShaderBlock@CEffectLoader@D3DX11Effects@@IEAAJPEAUSShaderBlock@2@@Z)
1>D3DX11Effects.lib(EffectLoad.obj) : error LNK2019: unresolved external symbol D3DReflect referenced in function
"protected: long __cdecl D3DX11Effects::CEffectLoader::BuildShaderBlock(struct D3DX11Effects::SShaderBlock *)"
(?BuildShaderBlock@CEffectLoader@D3DX11Effects@@IEAAJPEAUSShaderBlock@2@@Z)
1>C:\Projects\DUALITY\X64\Debug\DUALITY.exe : fatal error LNK1120: 2 unresolved externals
1>






-.- I are so close to a working core(well raw core!)

p.s. D2D is still not DX11 functional in the new SDK :( I don't want to key mutex, blah blah... I'm no good at sharing....

[Edited by - jpetrie on February 23, 2010 10:22:34 AM]

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Quote:
Original post by jpetrie
Quote:

Anybody know why all this was necessary?

It wasn't for us when we built it for SlimDX, so you must have something odd going on.


Aside from D2D, I hope not.

You had D3DX11Effects.lib already compiled in your Lib folder? There it is, I'm using x64! The x64 lib file is non existent and probably for good reason. I do have reasons for using x64..... I hope the fact that mine is 20Megs as opposed to 14 is not problematic in the future. I wonder when /MDd debugger effects is going to kick me in the ass?

"...you must have something odd going on..." <==== what are you saying?(I am currently listening to a song that is repeating "OMG Ice cream") o-o

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Quote:

Aside from D2D, I hope not.

Irrelevant to the process of building Effects11. I mean things like broken paths, etc.

Quote:

You had D3DX11Effects.lib already compiled in your Lib folder? There it is, I'm using x64! The x64 lib file is non existent and probably for good reason. I do have reasons for using x64..... I hope the fact that mine is 20Megs as opposed to 14 is not problematic in the future.

No, Effects11 is not distributed in binary form in the SDK. You have to build it yourself. I'm saying we had no real trouble making it build for both 32-bit and 64-bit platforms when we needed to do so, so something about the process you're using or the state of your toolchain is incorrect.

Quote:

I wonder when /MDd debugger effects is going to kick me in the ass?

This smacks of illogical and poorly-conceived 'shotgun debugging' -- changing a bunch of things quickly, out of frustration, without really understanding what you are changing or why. This is never a good solution to a problem.

In particular, the "problems" that are likely to arise from using /MDd are not problems with /MDd itself. /MDd links to debug runtimes, by design. You'll have trouble shipping products like that -- the problem is that you shouldn't be linking to debug runtimes, not that /MDd is broken in any fashion.

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Quote:
Original post by jpetrie
Quote:

Aside from D2D, I hope not.

Irrelevant to the process of building Effects11. I mean things like broken paths, etc.


this is why I had to switch to /MDd????

Quote:
Original post by jpetrie
Quote:

You had D3DX11Effects.lib already compiled in your Lib folder? There it is, I'm using x64! The x64 lib file is non existent and probably for good reason. I do have reasons for using x64..... I hope the fact that mine is 20Megs as opposed to 14 is not problematic in the future.

No, Effects11 is not distributed in binary form in the SDK. You have to build it yourself. I'm saying we had no real trouble making it build for both 32-bit and 64-bit platforms when we needed to do so, so something about the process you're using or the state of your toolchain is incorrect.


Oh yeah I put that there :)... As stated earlier I'm using VS2008 Express and/or VS2010Beta. Express is not released through MS with x64 compiling. VS2010Beta was not importing the 2008 project, it repeatedly crashed. I will be purchasing a full version of 2010 Professional when it is released. This last bit is kind of pointless because the chances of me successfully releasing commercial software is pretty slim. I'm also not a certified SE so putting in bids on contracts is pretty silly...... and well see Interview@Google in the lounge....

Quote:

Quote:

I wonder when /MDd debugger effects is going to kick me in the ass?

This smacks of illogical and poorly-conceived 'shotgun debugging' -- changing a bunch of things quickly, out of frustration, without really understanding what you are changing or why. This is never a good solution to a problem.

In particular, the "problems" that are likely to arise from using /MDd are not problems with /MDd itself. /MDd links to debug runtimes, by design. You'll have trouble shipping products like that -- the problem is that you shouldn't be linking to debug runtimes, not that /MDd is broken in any fashion.


I know...... D2D is causing problems I'm working around that for the moment!

"You'll have trouble shipping products like that" <=== is this a vote of confidence?

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Quote:

this is why I had to switch to /MDd????

That makes no sense. Do you even know what the /MDd flag does? You should not have to compile Effects11 with the /MDd flag in order to be able to link it with other code that is also using D2D. You're doing something wrong.

Quote:

As stated earlier I'm using VS2008 Express and/or VS2010Beta. Express is not released through MS with x64 compiling.

I know. You can, however, use the cross-compiler as you noted. That should not necessitate having to link against the debug runtimes (/MDd).

Quote:

I know...... D2D is causing problems I'm working around that for the moment!

The problems with D2D are different than the problems you have building Effects11. I would resolve those first before worrying about D2D.

Quote:

"You'll have trouble shipping products like that" <=== is this a vote of confidence?

No, it's a fact. /MDd links to the debug runtimes. This means that in order to run your code, the end-user must also have those debug runtimes. Most users don't -- only developers generally do. Furthermore, you cannot distribute those runtimes, so you must tell your users to download Visual Studio (essentially) in order to run your application.

Even if you do not intend to ship this product to anybody, this is absolutely horrid practice. You should try to figure out what the root cause of your problem is, and what options other than linking to the debug runtimes are available to you.

What happens when you attempt to compile the (virgin, unmodified) Effects11 library using the 64-bit cross compiler? What errors do you get? Et cetera? Make sure this is an unmodified version of the source, too, not something you have tampered with, no matter how trivial you believe your changes to be.

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I never had errors in the effects project, I had errors in my project which was using the effects project. The only errors I had where related to D2D, in my project(using the same compiler line as the 'virgin project' as you put it.) I haven't used the cross compiler. If you think it might fix the LNK2038 D2D was generating then I'll give it a try, it would be nice to avoid using debug runtime workaround. I had no intention on keeping the workaround a part of my project as I was somewhat aware of what I was doing, just not entirely, as would someone who has more under-stranding.

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"in release mode" - as in, /MT or /MD (with _SECURE_SCL, now _ITERATOR_DEBUG_LEVEL, set to either 0 or 1). In debug mode (/MTd or /MDd) with _HAS_ITERATOR_DEBUGGING enabled (now, _ITERATOR_DEBUG_LEVEL set to 2), locks are used to protect the bookkeeping data structures for the powerful correctness checks. If you're profiling debug mode, don't do that.

Is this not the source of the D2D LNK2038?

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Quote:

I never had errors in the effects project, I had errors in my project which was using the effects project.

The first line of your first post implies strongly that you "can't build an x64 version of D3DX11Effects.lib in 2008."

Quote:

The only errors I had where related to D2D, in my project(using the same compiler line as the 'virgin project' as you put it.) I haven't used the cross compiler.

What do you mean by "compiler line?" The command line used to invoke the compiler?

Quote:

I haven't used the cross compiler. If you think it might fix the LNK2038 D2D was generating then I'll give it a try, it would be nice to avoid using debug runtime workaround. I had no intention on keeping the workaround a part of my project as I was somewhat aware of what I was doing, just not entirely, as would someone who has more under-stranding.

I am still having an extremely difficult time understanding your problem description. Why don't you start over. If building Effects11 isn't the problem, you can still apply the same problem-solving techniques to whatever is your problem. Start with these questions: What are you trying to build, how are you trying to do it (with what tools, et cetera), what are the errors you get?

Quote:

"in release mode" - as in, /MT or /MD (with _SECURE_SCL, now _ITERATOR_DEBUG_LEVEL, set to either 0 or 1). In debug mode (/MTd or /MDd) with _HAS_ITERATOR_DEBUGGING enabled (now, _ITERATOR_DEBUG_LEVEL set to 2), locks are used to protect the bookkeeping data structures for the powerful correctness checks. If you're profiling debug mode, don't do that.

Is this not the source of the D2D LNK2038?

I don't see how, that doesn't seem related at all. I can hardly even follow that text as it is lacking any context and isn't the most clearly articulated English phrase I've ever seen.

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I couldn't build it in 2008 I had to start a clean project in 2010Beta and import the files and so on..... I did compile it in 2010. When I asked about why I had to do all that, and you replied, I was referring to building the binary; why isn't it included.

The line that isn't the most clearly articulated English phrase you've ever seen is an excerpt from a DX developers blog and I think it explains why I had to do this /MDd in relation to my doing this

D2D D3D Interoped:

HRESULT RenderingChain::InstantiateDeviceAndSwapChain()
{
HRESULT hr = S_OK;;

ID3D11Device* pDevice = NULL;
IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pAdapter = NULL;
IDXGIFactory* pDXGIFactory = NULL;

UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
createDeviceFlags |= D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#endif

hr = D3D11CreateDevice( NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, NULL, 0,
D3D11_SDK_VERSION, &pDevice, &feature_lvl, &m_pd3dDeviceContext);
if(FAILED(hr))
return hr;

hr = pDevice->QueryInterface(&m_pd3dDevice);
if(FAILED(hr))
return hr;

hr = pDevice->QueryInterface(&pDXGIDevice);
if(FAILED(hr))
return hr;

hr = pDXGIDevice->GetAdapter(&pAdapter);
if(FAILED(hr))
return hr;

hr = pAdapter->GetParent(IID_PPV_ARGS(&pDXGIFactory));
if(FAILED(hr))
return hr;

DXGI_SWAP_CHAIN_DESC desSwapChain;
ZeroMemory(&desSwapChain,sizeof(desSwapChain));
desSwapChain.BufferDesc.Width = width;
desSwapChain.BufferDesc.Height = height;
desSwapChain.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desSwapChain.BufferDesc.RefreshRate.Numerator = 60;
desSwapChain.BufferDesc.RefreshRate.Denominator = 1;
desSwapChain.SampleDesc.Count = 1;
desSwapChain.SampleDesc.Quality = 0;
desSwapChain.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desSwapChain.BufferCount = 1;
desSwapChain.OutputWindow = hWnd;
desSwapChain.Windowed = TRUE;

hr = pDXGIFactory->CreateSwapChain(m_pd3dDevice, &desSwapChain, &m_pSwapChain);
if(FAILED(hr))
return hr;

D3D11_TEXTURE2D_DESC desTextureRT2D;
ZeroMemory(&desTextureRT2D, sizeof(desTextureRT2D));
desTextureRT2D.ArraySize = 1;
desTextureRT2D.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
desTextureRT2D.CPUAccessFlags = 0;
desTextureRT2D.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desTextureRT2D.Width = width;
desTextureRT2D.Height = height;
desTextureRT2D.MipLevels = 1;
desTextureRT2D.MiscFlags = 0;
desTextureRT2D.SampleDesc.Count = 1;
desTextureRT2D.SampleDesc.Quality = 0;
desTextureRT2D.Usage = D3D11_USAGE_DEFAULT;

hr = m_pd3dDevice->CreateTexture2D(&desTextureRT2D, NULL, &m_pHUD);
if(FAILED(hr))
return hr;

hr = m_pd3dDevice->CreateShaderResourceView(m_pHUD, NULL, &m_pHUDRV);
if(FAILED(hr))
return hr;

D3D11_RENDER_TARGET_VIEW_DESC desRT;
ZeroMemory(&desRT, sizeof(desRT));
desRT.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desRT.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
desRT.Texture2D.MipSlice = 0;

hr = m_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&m_pBackBuffer);
if(FAILED(hr))
return hr;

hr = m_pd3dDevice->CreateRenderTargetView(m_pBackBuffer, &desRT, &m_pRenderTargetView);
m_pBackBuffer->Release();
if(FAILED(hr))
return hr;

m_pd3dDevice->GetImmediateContext(&m_pd3dDeviceContext);

m_pd3dDeviceContext->OMSetRenderTargets(1, &m_pRenderTargetView, NULL);

D3D11_BLEND_DESC desBlend;
ZeroMemory(&desBlend, sizeof(desBlend));
desBlend.AlphaToCoverageEnable = false;
desBlend.IndependentBlendEnable = false;

D3D11_RENDER_TARGET_BLEND_DESC desBlendRT;
ZeroMemory(&desBlendRT, sizeof(desBlendRT));
desBlendRT.BlendEnable = true;
desBlendRT.SrcBlend = D3D11_BLEND_SRC_ALPHA;
desBlendRT.SrcBlendAlpha = D3D11_BLEND_ONE;
desBlendRT.DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desBlendRT.DestBlendAlpha = D3D11_BLEND_ZERO;
desBlendRT.BlendOp = D3D11_BLEND_OP_ADD;
desBlendRT.BlendOpAlpha = D3D11_BLEND_OP_ADD;
desBlendRT.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;

desBlend.RenderTarget[0] = desBlendRT;

hr = m_pd3dDevice->CreateBlendState(&desBlend, &m_pBlendState);
if(FAILED(hr))
return hr;

m_pd3dDeviceContext->OMSetBlendState(m_pBlendState, NULL, 0xffffffff);

return S_OK;
}

HRESULT RenderingChain::Initialize2DInterface()
{
HRESULT hr = S_OK;;

hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &m_pD2DFactory);
if(FAILED(hr))
return hr;

D2D1_RENDER_TARGET_PROPERTIES desRT2D =
D2D1::RenderTargetProperties(
D2D1_RENDER_TARGET_TYPE_DEFAULT,
D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED),
96,
96
);

hr = m_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&m_pDXGISurface));
if(FAILED(hr))
return hr;

// hr = m_pD2DFactory->CreateDxgiSurfaceRenderTarget(m_pDXGISurface, &desRT2D, &m_pD2DRenderTarget);
if(FAILED(hr))
return hr;

return S_OK;
}





Creating the Texture Resources:

#include "TextureZ.h"

ID3D11Texture2D* TexturePool::m_pTexArray = NULL;
ID3D11ShaderResourceView* TexturePool::m_pTextureRV = NULL;

const UINT num_text = 3;
HRESULT TexturePool::CreateShaderResources(ID3D11Device* pd3dDevice)
{
HRESULT hr = S_OK;;

ID3D11DeviceContext* pd3dDeviceContext;
pd3dDevice->GetImmediateContext(&pd3dDeviceContext);

ID3D11Texture2D* defaultText[num_text];
ZeroMemory(&defaultText[0], num_text * sizeof(defaultText[0]));
D3DX11_IMAGE_LOAD_INFO loadInfo;
loadInfo.Width = D3DX11_FROM_FILE;
loadInfo.Height = D3DX11_FROM_FILE;
loadInfo.Depth = D3DX11_FROM_FILE;
loadInfo.FirstMipLevel = 0;
loadInfo.MipLevels = D3DX11_FROM_FILE;
loadInfo.Usage = D3D11_USAGE_STAGING;
loadInfo.BindFlags = 0;
loadInfo.CpuAccessFlags = D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ;
loadInfo.MiscFlags = 0;
loadInfo.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
loadInfo.Filter = D3DX11_FILTER_NONE;
loadInfo.MipFilter = D3DX11_FILTER_NONE;
loadInfo.pSrcInfo = 0;

hr = (D3DX11CreateTextureFromFile(pd3dDevice, "C:/Projects/DUALITY/Assets/TextureZ/DEFAULT.dds",
&loadInfo, 0, (ID3D11Resource**)&defaultText[0], 0));
if(FAILED(hr))
return hr;

hr = (D3DX11CreateTextureFromFile(pd3dDevice, "C:/Projects/DUALITY/Assets/TextureZ/DEFAULT2.dds",
&loadInfo, 0, (ID3D11Resource**)&defaultText[1], 0));
if(FAILED(hr))
return hr;

hr = (D3DX11CreateTextureFromFile(pd3dDevice, "C:/Projects/DUALITY/Assets/TextureZ/ModelEdit.dds",
&loadInfo, 0, (ID3D11Resource**)&defaultText[2], 0));
if(FAILED(hr))
return hr;

D3D11_TEXTURE2D_DESC desDefaultText;
ZeroMemory(&desDefaultText, sizeof(desDefaultText));
defaultText[0]->GetDesc(&desDefaultText);

D3D11_TEXTURE2D_DESC desDefaultTexArray;
ZeroMemory(&desDefaultTexArray, sizeof(desDefaultTexArray));
desDefaultTexArray.Width = desDefaultText.Width;
desDefaultTexArray.Height = desDefaultText.Height;
desDefaultTexArray.MipLevels = desDefaultText.MipLevels;
desDefaultTexArray.ArraySize = num_text;
desDefaultTexArray.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desDefaultTexArray.SampleDesc.Count = 1;
desDefaultTexArray.SampleDesc.Quality = 0;
desDefaultTexArray.Usage = D3D11_USAGE_DEFAULT;
desDefaultTexArray.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desDefaultTexArray.CPUAccessFlags = 0;
desDefaultTexArray.MiscFlags = 0;

hr=(pd3dDevice->CreateTexture2D( &desDefaultTexArray, 0, &m_pTexArray));

for(size_t i = 0; i < num_text; i++)
{
for(UINT mmlvl = 0; mmlvl < desDefaultText.MipLevels; ++mmlvl)
{
D3D11_MAPPED_SUBRESOURCE* mappedTex2D = NULL;

hr = pd3dDeviceContext->Map(defaultText[i], 0, D3D11_MAP_READ, 0, mappedTex2D);

if(SUCCEEDED(hr))
{
pd3dDeviceContext->UpdateSubresource(m_pTexArray, D3D11CalcSubresource(mmlvl, UINT(i),
desDefaultText.MipLevels), 0, mappedTex2D->pData, mappedTex2D->RowPitch, 0);

pd3dDeviceContext->Unmap( defaultText[i], mmlvl );
}
else
return hr;
}
}

D3D11_SHADER_RESOURCE_VIEW_DESC desSRV;
ZeroMemory(&desSRV, sizeof(desSRV));
desSRV.Format = desDefaultTexArray.Format;
desSRV.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
desSRV.Texture2DArray.MostDetailedMip = 0;
desSRV.Texture2DArray.MipLevels = desDefaultTexArray.MipLevels;
desSRV.Texture2DArray.FirstArraySlice = 0;
desSRV.Texture2DArray.ArraySize = num_text;

hr = pd3dDevice->CreateShaderResourceView(m_pTexArray, &desSRV, &m_pTextureRV);
if(FAILED(hr))
return hr;

return S_OK;
}




wish I would have fixed the Texture2D/MipMap Mapping last night :(

I'm still creating the surface or at least everything up to creating the surface in DX11 but D2D is not supported by it yet! If I understand correctly because of the _ITERATOR_DEBUG_LEVEL which whatever I am accessing which is being accessed through D3DX11Effects.lib was compiled as debug, I now have to compile my D3DX11Effects.lib as a debug runtime lib. This will allow me to at least debug my code and will give me the chance to either remove D2D or do the 11/10.1 shared workaround....

[edit]
And I'm going to use a patch for 2008 I really hate command line..... but now I need the Win7 SDK

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meh wrong one I'm really sleeping can't you tell sleep working

Direct Draw:

#include "DirectDraw.h"

HRESULT CD2D3D::RenderInterfaceElements2D(ID2D1RenderTarget* pD2DRenderTarget)
{
HRESULT hr = S_OK;;

pD2DRenderTarget->BeginDraw();
for(size_t tb_slots = 0; tb_slots < MAX_DRAW_SLOTS+DEV_TOOL_SLOT; tb_slots++)
{
if(m_pDrawCommands[tb_slots] != NULL)
{
for(size_t i = 0; i < m_pDrawCommands[tb_slots]->size(); i++)
{
Draw2D(pD2DRenderTarget, &m_pDrawCommands[tb_slots]->at(i));
}
}
}
pD2DRenderTarget->EndDraw();

return S_OK;
}

HRESULT CD2D3D::Draw2D(ID2D1RenderTarget* pD2DRenderTarget, SDrawCommand* DrawThis)
{
HRESULT hr = S_OK;

ID2D1SolidColorBrush* brush;
switch(DrawThis->Draw)
{
case DRAW_LINE:
D2D1_POINT_2F A;
D2D1_POINT_2F B;
A.x = XMVectorGetX(DrawThis->p1);
A.y = XMVectorGetY(DrawThis->p1);
B.x = XMVectorGetX(DrawThis->p2);
B.y = XMVectorGetY(DrawThis->p2);
pD2DRenderTarget->CreateSolidColorBrush(DrawThis->Colour, &brush);
pD2DRenderTarget->DrawLine(A,B,brush,DrawThis->Thickness, NULL);
break;

case DRAW_LINE_PERSPECTIVE:
{
XMVECTOR Eye, At, Up;
Camera->GetEye(&Eye);
Camera->GetAt(&At);
Camera->GetUp(&Up);

XMMATRIX View;
View = XMMatrixLookAtLH(Eye, At, Up);

XMMATRIX Projection;
float* pFOVY,* pAspect,* pZn,* pZf;
Camera->GetProjParameters(&pFOVY, &pAspect, &pZn, &pZf, NULL, NULL);
Projection = XMMatrixPerspectiveFovLH(*pFOVY, *pAspect, *pZn, *pZf);

XMFLOAT3 point1, point2;
XMStoreFloat3(&point1, DrawThis->p1);
XMStoreFloat3(&point2, DrawThis->p2);

XMVECTOR vec1, vec2;
vec1 = XMVector3Transform(DrawThis->p1, View);
vec2 = XMVector3Transform(DrawThis->p2, View);

vec1/=XMVectorGetZ(vec1);
vec2/=XMVectorGetZ(vec2);

vec1 = XMVector4Transform(vec1, Projection);
vec2 = XMVector4Transform(vec2, Projection);

vec1/=XMVectorGetW(vec1);
vec2/=XMVectorGetW(vec2);

XMStoreFloat3(&point1, vec1);
XMStoreFloat3(&point2, vec2);

D2D1_POINT_2F A;
D2D1_POINT_2F B;
A.x = width*(point1.x+1.0f)/2;
A.y = height*(-(point1.y-1.0f))/2;
B.x = width*(point2.x+1.0f)/2;
B.y = height*(-(point2.y-1.0f))/2;

pD2DRenderTarget->CreateSolidColorBrush(DrawThis->Colour, &brush);
pD2DRenderTarget->DrawLine(A,B,brush,DrawThis->Thickness, NULL);

break;
}

case DRAW_RECT:
D2D1_RECT_F R;
R.left = XMVectorGetX(DrawThis->p1);
R.top = XMVectorGetY(DrawThis->p1);
R.right = XMVectorGetX(DrawThis->p2);
R.bottom = XMVectorGetY(DrawThis->p2);
pD2DRenderTarget->CreateSolidColorBrush(DrawThis->Colour, &brush);
pD2DRenderTarget->DrawRectangle(R,brush,DrawThis->Thickness, NULL);
if(DrawThis->Fill)
{
pD2DRenderTarget->CreateSolidColorBrush(DrawThis->FillColour, &brush);
pD2DRenderTarget->FillRectangle(R, brush);
}
break;
}

return S_OK;
}

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Quote:

I couldn't build it in 2008 I had to start a clean project in 2010Beta and import the files and so on..... I did compile it in 2010. When I asked about why I had to do all that, and you replied, I was referring to building the binary; why isn't it included.

Is "it" Effects11 again? If so, the binary isn't provided because they are providing the source and expecting you to build it yourself.

Quote:

The line that isn't the most clearly articulated English phrase you've ever seen is an excerpt from a DX developers blog and I think it explains why I had to do this /MDd in relation to my doing this

I don't see how it does, and this hardly clarifies anything. Why don't you provide a link?

Quote:

I'm still creating the surface or at least everything up to creating the surface in DX11 but D2D is not supported by it yet!

This is a known and documented issue, I believe. It should be unrelated to whatever is going on with your /MDd weirdness.

Quote:

If I understand correctly because of the _ITERATOR_DEBUG_LEVEL which whatever I am accessing which is being accessed through D3DX11Effects.lib was compiled as debug, I now have to compile my D3DX11Effects.lib as a debug runtime lib. This will allow me to at least debug my code and will give me the chance to either remove D2D or do the 11/10.1 shared workaround....

This does not provide me, or anybody else, any information that is remotely useful to solving the problem. I am going to give you one more chance to try to clearly articulate your problem, and then I am going to write this off as a lost cause. You may want to read this.

This is what you've managed to, haltingly, communicate:
(1) You tried to build Effects11 with the VS 2010 beta.
(2) Something "didn't work" when you tried to link that library with your own code. I assume you also built your own code with the VS 2010 beta? If not, this is a likely source of one or more problems.
(3) You "fixed" the problem by specifying /MDd instead of /MD in the 2010 Effects11 project.

Is this correct? I am not interested in the D2D/D3D11 issues at the moment, as they do not appear to be related to this initial problem based on the information you have provided.

I assert that you should not need to use /MDd to fix whatever your original problem was. However, you have not adequately explains what your original problem was (as in, with complete error messages).

In general, using beta software for 'production' work is not recommended. You may also want to explore the cross-compiler option. I'm curious why you are even bothering to build the x64 library, since it sounds like you originally only had the 2008 Express edition and thus your own application couldn't be 64-bit.

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Quote:
Original post by Buttacup
Attempted to relocate to VS2010Beta......

*** Source Snippet Removed ***

Issues:
> What about the locking issues in the 2008 STL implementation? I have an application where the single greatest performance bottleneck is the thread locking in the STL.

In VC9 (aka VS 2008), the STL proper doesn't take locks in release mode. To clarify:

"In VC9" - we recently noticed that in VC10 Beta 1, the STL proper is taking locks in release mode. This was an unintended side effect of fusing _SECURE_SCL and _HAS_ITERATOR_DEBUGGING into _ITERATOR_DEBUG_LEVEL, and we've got a bug tracking this.

"the STL proper" - as in, things like vectors and algorithms, not iostreams. iostreams takes locks in order to allow cout to be used by multiple threads (since streaming through cout is a modifying operation).

"in release mode" - as in, /MT or /MD (with _SECURE_SCL, now _ITERATOR_DEBUG_LEVEL, set to either 0 or 1). In debug mode (/MTd or /MDd) with _HAS_ITERATOR_DEBUGGING enabled (now, _ITERATOR_DEBUG_LEVEL set to 2), locks are used to protect the bookkeeping data structures for the powerful correctness checks. If you're profiling debug mode, don't do that.

Also, this excludes whatever happens during memory allocation.

-msdn blog

Hey this could be good??? Does this mean the lib file worked lolz



I had linked the blog, you must've missed it.....

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That is explaining how values of a constant different in release and debug modes. It is not saying that the solution to your problem is to only compile in debug mode. In fact, elsewhere it is suggesting exactly what I have, that you're doing something else wrong to cause this error to manifest (mismatching dependencies, mainly). But your unwillingness to provide the relevant information seems to suggest that you don't actually care for a real solution, just the first thing that vaguely works, so... good luck.

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My use of D2D with a DX11 render target is causing the mismatch and I will be correcting that.

I've been programming what I have for three months now and VS2010Beta has been available since at least last summer.

Migrating to x64 is not like migrating to XNAMath it is comparably quite simple and I have done both.

That last point said I do not speak VM and for this I apologize I will make future attempts at presenting my internal values more clearly and opaquely and will not use lazy context-free grammar..... I lie on all of those points... well I will maintain my apology although I am not quite sure for what(oh yeah not speaking VM.) I will also maintain that it is sincere!

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I download the VC10Beta again and re-installed it. I also reinstalled the DX and Windows SDKs. After this I tried importing the VC9 Effects11 project with success. I compiled it 'as is' in VC10Beta successfully. I was still unable to build without the afore mentioned linker error(LNK2038) so I compiled the debug runtime Effects11 DLL and kept crunching.

So I started a new solution to precompile effects so I can get the IAinputSignature and ByteCode length for input layout creation and save it for general access by my buffer class. I just got to the part where I realize I need to create the device so I can get the Vertex Shader ByteCode length and not the length of the compiled effect! So I create the device and so on and I compile and


1>Link:
1> LINK : C:\Projects\Effects Pre-Compiler\x64\Debug\Effects Pre-Compiler.exe not found or not built by the last incremental link; performing full link
1> D3DX11Effects.lib(EffectAPI.obj) : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance
1>D3DX11Effects.lib(EffectAPI.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in EPROM.obj
1>D3DX11Effects.lib(EffectNonRuntime.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in EPROM.obj
1>D3DX11Effects.lib(EffectLoad.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in EPROM.obj
1>D3DX11Effects.lib(d3dxGlobal.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in EPROM.obj
1>D3DX11Effects.lib(d3dx11dbg.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in EPROM.obj
1>D3DX11Effects.lib(EffectReflection.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in EPROM.obj
1>D3DX11Effects.lib(EffectRuntime.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in EPROM.obj
1>LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
1>C:\Projects\Effects Pre-Compiler\x64\Debug\Effects Pre-Compiler.exe : fatal error LNK1319: 7 mismatches detected







same 7 mismatches and no D2D in the project..... So, my bad it had nothing to do with D2D... why it's happening not sure but Effects11 was fine until I created the Device.... I'm sure I'll figure it out soon enough just thought I would correct this in case someone reads it and wastes their time as cause of me....

kk

[edit] I really meant the call to D3DX11CreateEffectFromMemory()... feel free to throw virtual objects at me! [/edit]

[Edited by - Buttacup on February 26, 2010 8:04:35 AM]

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