• Advertisement
Sign in to follow this  

WPF & DirectX 11 via D3DImage

This topic is 2181 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I want to use DirectX 11 from unmanaged C++ code and use WFP for the GUI. SlimDX is not suitable for me. I have found the solution to make working WPF with DirectX 10:

WPF & DirectX 10 via D3DImage

But I couldn't manage to work it with DirectX 11. Just blank screen with two buttons. Does anybody know how to make WPF working with DirectX 11.

Also I had seen that when I'm just running this example the CPU usage is about 4-5% for Intel i5 750 (Windows 7 64 bit, NVidia Geforce 430). I think it's too much.. Is it possible to decrease CPU usage ?

Share this post


Link to post
Share on other sites
Advertisement
Can you post some of your code? I don't really have any solutions to your problem. I was able to take the sample code and mostly just change "DirectX10" to "DirectX11" and using the device context. If no one gives you a solution by the time I get home from work tonight I'll post what I have.

Share this post


Link to post
Share on other sites
I have changed D3D10Scene.h:

// D3D10Scene.h
#pragma once
#include <windows.h>
// C RunTime Header Files
#include <stdlib.h>
#include <stdio.h>
#include "d3d9.h"
#include "d3dx9.h"
#include "D3D10_1.h"
#include "d3dx10.h"
#include "d3dx11.h"
#include "D3D11.h"
using namespace System;
struct float3
{
float x;
float y;
float z;
float3() {};
float3(float px, float py, float pz) { x=px;y=py;z=pz; }
};
struct Vertex
{
float3 pos;
Vertex(float x, float y, float z) {pos = float3(x,y,z);}
};
ID3D11Buffer* VertexBuffer = NULL;
ID3D11VertexShader* VS = NULL;
ID3D11PixelShader* PS = NULL;
ID3D10Blob* VS_Buffer = NULL;
ID3D10Blob* PS_Buffer = NULL;
ID3D11InputLayout* vertLayout = NULL;
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE(layout);
IntPtr wpfHWND;
namespace D3D10Scene
{
public ref class D3D10TestScene
{
public:
D3D10TestScene()
{
WIDTH = 640;
HEIGHT = 480;
count = 0;
InitializeDirect3d11App();
InitScene();
SetViews();
}
bool InitializeDirect3d11App()
{
HRESULT hr;
D3D_FEATURE_LEVEL *pFeatureLevel;
pin_ptr<ID3D11Device*> g_DevicePtr = &g_Device;
pin_ptr<ID3D11DeviceContext*> g_DeviceContextPtr = &g_DeviceContext;
hr = D3D11CreateDevice(NULL
, D3D_DRIVER_TYPE_HARDWARE
, NULL
, NULL
, NULL
, NULL
, D3D11_SDK_VERSION
, g_DevicePtr
, pFeatureLevel
, g_DeviceContextPtr);
if(FAILED(hr))
{
MessageBox(NULL, "Error creating Device", "Error", MB_OK | MB_ICONERROR);
return false;
}
return true;
}
bool InitScene()
{
HRESULT hr;
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = WIDTH;
viewport.Height = HEIGHT;
g_DeviceContext->RSSetViewports(1, &viewport);
hr = D3DX11CompileFromFile("Effects.fx", 0, 0, "VS", "vs_4_0", 0, 0, 0, &VS_Buffer, 0, 0);
if(FAILED(hr))
{
MessageBox(NULL, "Error compiling vertex shader", "Error", MB_OK | MB_ICONERROR);
return false;
}
hr = D3DX11CompileFromFile("Effects.fx", 0, 0, "PS", "ps_4_0", 0, 0, 0, &PS_Buffer, 0, 0);
if(FAILED(hr))
{
MessageBox(NULL, "Error compiling pixel shader", "Error", MB_OK | MB_ICONERROR);
return false;
}
hr = g_Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS);
if(FAILED(hr))
{
MessageBox(NULL, "Error creating vertex shader", "Error", MB_OK | MB_ICONERROR);
return false;
}
hr = g_Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS);
if(FAILED(hr))
{
MessageBox(NULL, "Error creating pixel shader", "Error", MB_OK | MB_ICONERROR);
return false;
}
g_DeviceContext->VSSetShader(VS, 0, 0);
g_DeviceContext->PSSetShader(PS, 0, 0);
Vertex v[] =
{
Vertex( 0.0f, 0.5f, 0.5f ),
Vertex( 0.5f, -0.5f, 0.5f ),
Vertex( -0.5f, -0.5f, 0.5f ),
};
D3D11_BUFFER_DESC vertexBufferDesc;
ZeroMemory( &vertexBufferDesc, sizeof(vertexBufferDesc) );
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof( Vertex ) * 3;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData;
ZeroMemory( &vertexBufferData, sizeof(vertexBufferData) );
vertexBufferData.pSysMem = v;
hr = g_Device->CreateBuffer( &vertexBufferDesc, &vertexBufferData, &VertexBuffer);
if(FAILED(hr))
{
MessageBox(NULL, "Error creating buffer", "Error", MB_OK | MB_ICONERROR);
return false;
}
UINT stride = sizeof( Vertex );
UINT offset = 0;
g_DeviceContext->IASetVertexBuffers( 0, 1, &VertexBuffer, &stride, &offset );
g_Device->CreateInputLayout( layout, numElements, VS_Buffer->GetBufferPointer(),
VS_Buffer->GetBufferSize(), &vertLayout );
g_DeviceContext->IASetInputLayout( vertLayout );
g_DeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
return true;
}
IntPtr GetRenderTarget()
{
return IntPtr(g_Texture2D11);
}
void Render()
{
ID3D11RenderTargetView* pRenderTargetView;
HRESULT hr = S_OK;
hr = g_Device->CreateRenderTargetView(g_Texture2D11, NULL, &pRenderTargetView);
g_DeviceContext->OMSetRenderTargets(1, &pRenderTargetView, NULL);
//g_RenderTargetView = pRenderTargetView;
float bgColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
g_DeviceContext->ClearRenderTargetView(pRenderTargetView, bgColor);
g_DeviceContext->Draw( 3, 0 );
//g_SwapChain->Present(0, 0);
g_DeviceContext->OMSetRenderTargets(0, 0, 0);
pRenderTargetView->Release();
g_DeviceContext->Flush();
//count+=10;
}
ID3D11Texture2D* g_Texture2D11;
ID3D11Device* g_Device;
ID3D11DeviceContext* g_DeviceContext;

UINT WIDTH;
UINT HEIGHT;
int count;
private:
HRESULT SetViews()
{
ID3D11Texture2D* pTexture = NULL;
D3D11_TEXTURE2D_DESC Desc;
Desc.Width = WIDTH;
Desc.Height = HEIGHT;
Desc.MipLevels = 1;
Desc.ArraySize = 1;
Desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
Desc.SampleDesc.Count = 1;
Desc.SampleDesc.Quality = 0;
Desc.Usage = D3D11_USAGE_DEFAULT;
Desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
Desc.CPUAccessFlags = 0;
Desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
HRESULT hr = g_Device->CreateTexture2D(&Desc, NULL, &pTexture);
g_Texture2D11 = pTexture;
return S_OK;
}
};
}


File Effects.fx:

float4 VS(float4 inPos : POSITION) : SV_POSITION
{
return inPos;
}
float4 PS() : SV_TARGET
{
return float4(0.0f, 0.75f, 1.0f, 1.0f);
}



And Window1.xaml.cs file:
m_d3DImageEx.SetBackBufferEx(D3DResourceTypeEx.ID3D11Texture2D, m_d3D10Scene.GetRenderTarget());

That's all. Now I can see two buttons. But don't see triangle.

Could you please provide your version of code ?

Share this post


Link to post
Share on other sites
Shoot, sorry, I completely misread your original post. I did mine using SlimDX. I'll grab the code you're working with and give it a shot tonight if I can remember.

Share this post


Link to post
Share on other sites
Hi,

I have found my mistake. I used wrong format for vertex buffer layout:

D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};


But have to use:

D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement