• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
leonard2012

How to enable multisampling anti-aliasing in D3D10

6 posts in this topic

I'am working on the issue of enabling multisampling anti-aliasing in my D3D10 project. I know there are two places where I can enable multisampling. One is before calling function [size=2]D3D10CreateDeviceAndSwapChain().[/size]
[CODE]
DXGI_SWAP_CHAIN_DESC sd;
sd.BufferDesc.Width = cxClient_;
sd.BufferDesc.Height = cyClient_;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
// No multisampling.
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
[/CODE]
The other is before[size=4] CreateDepthStencilView()
[CODE]
D3D10_TEXTURE2D_DESC depthStencilDesc;[/size]
[size=4] depthStencilDesc.Width = cxClient;
depthStencilDesc.Height = cyClient;
depthStencilDesc.MipLevels = 1;
depthStencilDesc.ArraySize = 1;
depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilDesc.SampleDesc.Count = 1; // multisampling must match
depthStencilDesc.SampleDesc.Quality = 0; // swap chain values.
depthStencilDesc.Usage = D3D10_USAGE_DEFAULT;
depthStencilDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
depthStencilDesc.CPUAccessFlags = 0;
depthStencilDesc.MiscFlags = 0;[/size]
[size=4][/CODE][/size]
[size=4]Whenever I change the count and quality to any value pairs other than (1,0), my app crashes. [/size]
[size=4]I search the web for answers but find no helpful methods. Some methods may be obselete as they use old D3D APIs.[/size]
0

Share this post


Link to post
Share on other sites
If you don't create any any other render targets, then using a sample count of > 1 for your swap chain and your depth stencil buffer will enable MSAA.

What is the actual crash that you're getting? Are you checking the return values of your D3D calls to make sure that they succeed? Do you create the device with the DEBUG flag so that you get descriptive error messages?
0

Share this post


Link to post
Share on other sites
[quote name='MJP' timestamp='1334683946' post='4932201']
If you don't create any any other render targets, then using a sample count of > 1 for your swap chain and your depth stencil buffer will enable MSAA.

What is the actual crash that you're getting? Are you checking the return values of your D3D calls to make sure that they succeed? Do you create the device with the DEBUG flag so that you get descriptive error messages?
[/quote]
[size=4]Hi, I've added the DEBUG flag. Whenever the quality is set to a value > 0, the function D3D10CreateDeviceAndSwapChain fails with both swap chain and D3D device returned as NULL. When I set the sample count of > 1 and quality of 0, the code runs OK but AA is not enabled.[/size]
0

Share this post


Link to post
Share on other sites
Quality is CSAA (NVIDIA stuff)
Sample count is MSAA sample count. Sample > 1 = MSAA enabled (on that texture)


Use[color=#2A2A2A] [/color][b][url="http://msdn.microsoft.com/en-us/library/windows/desktop/ff476499(v=vs.85).aspx"]ID3D11Device::CheckMultisampleQualityLevel[/url][/b][b]s to see possibly quality levels[/b]
0

Share this post


Link to post
Share on other sites
[quote name='jameszhao00' timestamp='1334740164' post='4932416']
Quality is CSAA (NVIDIA stuff)
Sample count is MSAA sample count. Sample > 1 = MSAA enabled (on that texture)


Use[color=#2A2A2A] [/color][b][url="http://msdn.microsoft.com/en-us/library/windows/desktop/ff476499(v=vs.85).aspx"]ID3D11Device::CheckMultisampleQualityLevel[/url][/b][b]s to see possibly quality levels[/b]
[/quote]
I called ID3D10Device::CheckMultisampleQualityLevels with the code
[CODE]
for ( UINT SampleCount = 1; SampleCount <= 8; SampleCount++ )
if ( iD3dDevice_->CheckMultisampleQualityLevels(DXGI_FORMAT_D24_UNORM_S8_UINT, SampleCount, &uiQualityLevels) != S_OK )
break;
[/CODE]
The result is uiQualityLevels=1 for SampleCount=1/2 and uiQualityLevels=0 otherwise.
According to MSDN article
[quote]
The image quality level. The higher the quality, the lower the performance. The valid range is between zero and one less than the level returned by ID3D10Device::CheckMultisampleQualityLevels.
[/quote]
Does this mean the quality level of my machine is always zero?
0

Share this post


Link to post
Share on other sites
How are you filling out the rest of DXGI_SWAP_CHAIN_DESC? One of those parameters is probably invalid.
0

Share this post


Link to post
Share on other sites
[quote name='MJP' timestamp='1334771462' post='4932534']
How are you filling out the rest of DXGI_SWAP_CHAIN_DESC? One of those parameters is probably invalid.
[/quote]
Here is the code
[CODE]
DXGI_SWAP_CHAIN_DESC sd;
GetClientRect(hwnd_, &rect);
cxClient_ = rect.right-rect.left;
cyClient_ = rect.bottom-rect.top;
sd.BufferDesc.Width = cxClient_;
sd.BufferDesc.Height = cyClient_;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
// No multisampling.
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = hwnd_;
sd.Windowed = true;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
// 2. Create the ID3D10Device and IDXGISwapChain interface using
// the D3D10CreateDeviceAndSwapChain function.
UINT createDeviceFlags = 0;
#if defined(DEBUG) || defined(_DEBUG)
// In debug mode, send debug messages to the VC++ output window
createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
#endif
HR( D3D10CreateDeviceAndSwapChain(
0, //default adapter
D3D10_DRIVER_TYPE_HARDWARE,
0, // no software device
createDeviceFlags,
D3D10_SDK_VERSION,
&sd,
&iDxgiSwapChain_,
&iD3dDevice_) );
[/CODE]
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0