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DX11 SlimDX Directx11 Text Rendering Problem

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Ok, I have been following the tutorials on braynzarsoft.net, but using SlimDX. I am currently stuck on tutorial #14 which is about rendering text on the screen. But you have to go through all this bs of creating a D3D10 device, and using D2D and DirectWrite, just to get text on the screen. Anyway, I have the code in and the compiler is happy with it, except for one detail. The tutorial says that you MUST set the DriverType for the D3D11 device, to DriverType.Unknown. But anytime I set it to that, it is an automatic fail with an invalid arg error from the CreateDeviceWithSwapChain() method. So how is it that I am supposed to set it to DriverType.Unknown if it simply hates that value for that parameter?

If I leave it set to DriverType.Hardware, the program will run and draw a triangle on the screen like it is supposed to, but the text is nowhere to be seen. I have no idea what the problem is.

The tutorial I am following is here:

Here is the code of my class that handles the text rendering. I made it a separate class because it would clutter up the main gamewindow class since you have to do this rediculous pile of crap just to get text on the screen.

public class TextRenderer_D2D_DW : IDisposable
#region Constants

#region Member Variables
SlimDX.Windows.RenderForm m_ParentWindow = null;
SlimDX.Direct3D10_1.Device1 m_d3d101_Device = null;
SlimDX.Direct3D11.Device m_d3d11_Device = null;
KeyedMutex m_keyedMutex_d3d11 = null;
KeyedMutex m_keyedMutex_d3d10 = null;
SlimDX.Direct2D.RenderTarget m_d2dRenderTarget = null; // A RenderTarget for D2D to draw on.
SlimDX.Direct2D.SolidColorBrush m_d2dBrush = null; // The Brush D2D will draw with.
//SlimDX.Direct3D11.Texture2D m_backBuffer_d3d11 = null;
SlimDX.Direct3D11.Texture2D m_sharedTexture_d3d11 = null; // The shared texture that we will have D2D/DW render onto, and then have D3D overlay this texture onto our scene.
SlimDX.Direct3D11.Buffer m_d2dVertexBuffer = null; // The vertex buffer for the square to render the text texture onto.
SlimDX.Direct3D11.Buffer m_d2dIndexBuffer = null; // The index buffer for the square to render the text texture onto.
SlimDX.Direct3D11.ShaderResourceView m_textTexture = null; // The ShaderResourceView for the text texture.
BlendState m_BlendState_Transparency = null; // Our transparency blending state.
RasterizerState m_RasterizerState_CWcullmode = null; // for clockwise culling
SamplerState m_TextSamplerState = null; // our SamplerState
SlimDX.DirectWrite.Factory m_DWrite_Factory = null; // A DirectWrite Factory.
SlimDX.DirectWrite.TextFormat m_DWrite_TextFormat = null; // Holds our text format settings, such as font, size, etc.

// These hold references to the passed int ConstantBuffers.
ConstantBuffer_ChangesOnResize m_cbOnResize = null;
ConstantBuffer_ChangesPerFrame m_cbPerFrame = null;
ConstantBuffer_ChangesPerObject m_cbPerObject = null;

int m_nVertexBufferStride = 0; // Stores the stride (number of bytes per vertex) in our vertex buffer.
// Shaders
VertexShader m_vShader = null;
ShaderSignature m_vShaderSignature = null;
PixelShader m_pShader = null;

bool m_bIsInitialized = false; // Indicates whether this object is initialized or not.
bool m_bDisposed = false; // Indicates whether this object has been disposed or not.

#region Constructors
public TextRenderer_D2D_DW(SlimDX.Windows.RenderForm form, SlimDX.Direct3D11.Device d3d11_device, ConstantBuffer_ChangesOnResize cbOnResize, ConstantBuffer_ChangesPerFrame cbPerFrame, ConstantBuffer_ChangesPerObject cbPerObject)
if (form == null)
throw new Exception("The passed in form parameter is null!");
this.m_ParentWindow = form;
if (d3d11_device == null)
throw new Exception("The passed in Direct3D 11 device is null!");
this.m_d3d11_Device = d3d11_device;
if (cbOnResize == null)
throw new Exception("The first passed in constant buffer object is null!");
this.m_cbOnResize = cbOnResize;
if (cbPerFrame == null)
throw new Exception("The second passed in constant buffer object is null!");
this.m_cbPerFrame = cbPerFrame;
if (cbPerObject == null)
throw new Exception("The third passed in constant buffer object is null!");
this.m_cbPerObject = cbPerObject;
// Set up our Transparency blending state.
// ----------------------------------------------------------------------------------------

// Create our RenderTargetBlendDescription.
RenderTargetBlendDescription rtbd = new RenderTargetBlendDescription();
rtbd.BlendEnable = true;
rtbd.SourceBlend = BlendOption.SourceColor;
rtbd.DestinationBlend = BlendOption.InverseSourceAlpha;
rtbd.BlendOperation = BlendOperation.Add;
rtbd.SourceBlendAlpha = BlendOption.One;
rtbd.DestinationBlendAlpha = BlendOption.Zero;
rtbd.BlendOperationAlpha = BlendOperation.Add;
rtbd.RenderTargetWriteMask = ColorWriteMaskFlags.All;

// Create our BlendStateDescription.
BlendStateDescription bsd = new BlendStateDescription();
bsd.AlphaToCoverageEnable = false;
bsd.RenderTargets[0] = rtbd;
// Create our BlendState.
m_BlendState_Transparency = BlendState.FromDescription(m_d3d11_Device, bsd);

// Set up a RasterizerState for Clockwise culling mode.
// ----------------------------------------------------------------------------------------
// Create our RasterizerStateDescription
RasterizerStateDescription rsd = new RasterizerStateDescription();
rsd.FillMode = SlimDX.Direct3D11.FillMode.Solid;
rsd.CullMode = CullMode.Back;
// Create the Clockwise cull mode state.
rsd.IsFrontCounterclockwise = false;
m_RasterizerState_CWcullmode = RasterizerState.FromDescription(m_d3d11_Device, rsd);

// Set up a SamplerState that we will use for Rendering our text.
// ----------------------------------------------------------------------------------------
// Create a SamplerDescription
SamplerDescription sd = new SamplerDescription();
sd.Filter = Filter.MinMagMipLinear;
sd.AddressU = TextureAddressMode.Wrap;
sd.AddressV = TextureAddressMode.Wrap;
sd.AddressW = TextureAddressMode.Wrap;
sd.ComparisonFunction = Comparison.Never;
sd.MinimumLod = 0;
sd.MaximumLod = float.MaxValue;
// Create our SamplerState
m_TextSamplerState = SamplerState.FromDescription(m_d3d11_Device, sd);

m_bIsInitialized = true;

#region Non-Public Methods
// This section is for methods that are declared as private, protected, protected internal, or internal.

private bool InitD2D_D3D101_DWrite()
// Create our Direct3D 10.1 Device
m_d3d101_Device = new SlimDX.Direct3D10_1.Device1(m_d3d11_Device.Factory.GetAdapter(0),
SlimDX.Direct3D10.DeviceCreationFlags.BgraSupport | SlimDX.Direct3D10.DeviceCreationFlags.Debug,

// Create the Shared Texture that Direct3D 10.1 will render on
SlimDX.Direct3D11.Texture2DDescription sharedTexDesc = new Texture2DDescription();
sharedTexDesc.Width = m_ParentWindow.ClientSize.Width;
sharedTexDesc.Height = m_ParentWindow.ClientSize.Height;
sharedTexDesc.Format = Format.B8G8R8A8_UNorm;
sharedTexDesc.MipLevels = 1;
sharedTexDesc.ArraySize = 1;
sharedTexDesc.SampleDescription = new SampleDescription(1, 0);
sharedTexDesc.Usage = ResourceUsage.Default;
sharedTexDesc.BindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget;
sharedTexDesc.OptionFlags = ResourceOptionFlags.KeyedMutex;
m_sharedTexture_d3d11 = new Texture2D(m_d3d11_Device, sharedTexDesc);

// Get the keyed mutex for the shared texture (for Direct3D 11)
m_keyedMutex_d3d11 = new KeyedMutex(m_sharedTexture_d3d11);
m_keyedMutex_d3d11.Acquire(0, 5);
// Get the resource for the shared texture.
SlimDX.DXGI.Resource r = new SlimDX.DXGI.Resource(m_sharedTexture_d3d11);
// Open the surface for the shared texture in Direct3D 10.1.
SlimDX.Direct3D10.Texture2D sharedTexture10;
sharedTexture10 = m_d3d101_Device.OpenSharedResource<SlimDX.Direct3D10.Texture2D>(r.SharedHandle);
m_keyedMutex_d3d10 = new KeyedMutex(sharedTexture10);

// Create the Direct2D factory
SlimDX.Direct2D.Factory d2dFactory = new SlimDX.Direct2D.Factory(SlimDX.Direct2D.FactoryType.SingleThreaded);
SlimDX.Direct2D.RenderTargetProperties d2d_rtp = new RenderTargetProperties();
d2d_rtp.Type = RenderTargetType.Hardware;
d2d_rtp.PixelFormat = new PixelFormat(Format.Unknown, AlphaMode.Premultiplied);
m_d2dRenderTarget = RenderTarget.FromDXGI(d2dFactory, sharedTexture10.AsSurface(), d2d_rtp);
// Create a solid color brush to draw something with.
m_d2dBrush = new SolidColorBrush(m_d2dRenderTarget, new Color4(1.0f, 1.0f, 0.0f, 1.0f));

// DirectWrite
m_DWrite_Factory = new SlimDX.DirectWrite.Factory(SlimDX.DirectWrite.FactoryType.Shared);
m_DWrite_TextFormat = m_DWrite_Factory.CreateTextFormat("Arial",
m_DWrite_TextFormat.TextAlignment = TextAlignment.Leading;
m_DWrite_TextFormat.ParagraphAlignment = ParagraphAlignment.Near;
// This is to prevent an annoying warning that pops up if you haven't set the primitive topology.

return true;

void InitD2DScreenTexture()
VertexList<Vertex3D_T> vList = new VertexList<Vertex3D_T>(m_d3d11_Device);
vList.AddVertex(new Vertex3D_T(-1.0f, -1.0f, 1.0f, 0.0f, 1.0f));
vList.AddVertex(new Vertex3D_T(-1.0f, 1.0f, 1.0f, 0.0f, 0.0f));
vList.AddVertex(new Vertex3D_T( 1.0f, 1.0f, 1.0f, 1.0f, 0.0f));
vList.AddVertex(new Vertex3D_T( 1.0f, -1.0f, 1.0f, 1.0f, 1.0f));
// Create the vertex buffer now that we've defined all the vertex data.
vList.CreateVertexBuffer(out m_d2dVertexBuffer);
m_nVertexBufferStride = vList.VertexSize;

IndexList<UInt16> iList = new IndexList<UInt16>(m_d3d11_Device);
// Front Face
iList.AddIndices(0, 1, 2,
0, 2, 3);

// Create the index buffer now that we've defined all the index data.
iList.CreateIndexBuffer(out m_d2dIndexBuffer);
// Create a ShaderResourceView from the texture D2D will render to,
// So we can use it to texture a square which overlays our scene.
m_textTexture = new ShaderResourceView(m_d3d11_Device, m_sharedTexture_d3d11);

void InitShaders()
string shaderCode = "";

// The file TextRenderer_D2D_DW is an embedded resource. So we need to access it and put it in a string variable first.
using (Stream stream = Assembly.GetExecutingAssembly()
using (StreamReader reader = new StreamReader(stream))
shaderCode = reader.ReadToEnd();

// load and compile the vertex shader
string vsCompileError = "TextRenderer_D2D_DW - Vertex Shader Compile Error!!!";
using (var bytecode = ShaderBytecode.Compile(shaderCode, "Text_VS", "vs_4_0", ShaderFlags.Debug, EffectFlags.None, null, null, out vsCompileError))
m_vShaderSignature = ShaderSignature.GetInputSignature(bytecode);
m_vShader = new VertexShader(m_d3d11_Device, bytecode);

// load and compile the pixel shader
string psCompileError = "TextRenderer_D2D_DW - Pixel Shader Compile Error!!!";
using (var bytecode = ShaderBytecode.Compile(shaderCode, "Text_PS", "ps_4_0", ShaderFlags.Debug, EffectFlags.None, null, null, out psCompileError))
m_pShader = new PixelShader(m_d3d11_Device, bytecode);


#region Public Methods
public void RenderString(string text)
if (!m_bIsInitialized)

BlendState blendState = null;
RasterizerState rasterizerState = null;
SamplerState samplerState = null;
VertexShader vertexShader = null;
PixelShader pixelShader = null;

// Save the current states so we can reset them when we're done with them.
blendState = m_d3d11_Device.ImmediateContext.OutputMerger.BlendState;
rasterizerState = m_d3d11_Device.ImmediateContext.Rasterizer.State;
samplerState = m_d3d11_Device.ImmediateContext.PixelShader.GetSamplers(0, 1)[0]; // We only take the first SamplerState since its the only one we will change when we render the text texture to the back buffer below.
vertexShader = m_d3d11_Device.ImmediateContext.VertexShader.Get();
pixelShader = m_d3d11_Device.ImmediateContext.PixelShader.Get();

// Release the shared texture from the D3D 11 Device.
// Aquire the shared texture with the D3D 10.1 Device.
m_keyedMutex_d3d10.Acquire(0, int.MaxValue);

// Begin drawing Direct2D content.

// Clear the D2D Background
m_d2dRenderTarget.Clear(new Color4(1.0f, 0.0f, 0.0f, 0.0f));

// Set the Font Color
Color4 FontColor = new Color4(1.0f, 1.0f, 1.0f, 1.0f);
// Set the brush color D2D will use to draw with.
m_d2dBrush.Color = FontColor;
// Create the D2D render area
System.Drawing.RectangleF layoutRect = new System.Drawing.RectangleF(0, 0, m_ParentWindow.ClientSize.Width, m_ParentWindow.ClientSize.Height);

// Draw the Text onto the shared texture.
// Finish drawing Direct2D content.

// Release the shared texture from the Direct3D 10.1 Device.
// Aquire the shared texture with the Direct3D 11 Device.
m_keyedMutex_d3d11.Acquire(1, int.MaxValue);

// Use the shader resource representing the Direct2D render target
// to texture a square which is rendered in screen space so it
// overlays on top of our entire scene. We use alpha blending so
// that the entire background of the D2D render target is "invisible",
// And only the stuff we draw with D2D will be visible (the text)

// Set the blending state of the Direct3D 11 device.
m_d3d11_Device.ImmediateContext.OutputMerger.BlendState = m_BlendState_Transparency;

// Set the vertex buffer for the text geometry (a square).
m_d3d11_Device.ImmediateContext.InputAssembler.SetVertexBuffers(0, new SlimDX.Direct3D11.VertexBufferBinding(m_d2dVertexBuffer, 20, 0));
// Set the index buffer for the text geometry.
m_d3d11_Device.ImmediateContext.InputAssembler.SetIndexBuffer(m_d2dIndexBuffer, Format.R16_UInt, 0);

// Set the vertex shader to the one this TextRenderer uses.
// Set the pixel shader to the one this TextRenderer uses.

// Set the world matrix to the Indentity Matrix.
Matrix tempP = m_cbOnResize.ProjectionMatrix;
Matrix tempV = m_cbPerFrame.ViewMatrix;
Matrix tempW = m_cbPerObject.WorldMatrix;
m_cbOnResize.ProjectionMatrix = Matrix.Identity;
m_cbPerFrame.ViewMatrix = Matrix.Identity;
m_cbPerObject.WorldMatrix = Matrix.Identity;

// Set the RasterizerState to our Clockwise Cull mode one.
m_d3d11_Device.ImmediateContext.Rasterizer.State = m_RasterizerState_CWcullmode;
// Set the shader resource (our shared text texture).
m_d3d11_Device.ImmediateContext.PixelShader.SetShaderResource(m_textTexture, 0);
// Set the SamplerState.
m_d3d11_Device.ImmediateContext.PixelShader.SetSampler(m_TextSamplerState, 0);

// Draw the text texture overlay on top of our scene.
m_d3d11_Device.ImmediateContext.DrawIndexed(6, 0, 0);
// Reset the vertex shader.
// Reset the pixel shader.
// Reset the states of the Direct3D 11 Device now that we are done with them.
// This way we leave the device how we found it for the parent program.
m_d3d11_Device.ImmediateContext.OutputMerger.BlendState = blendState;
m_d3d11_Device.ImmediateContext.Rasterizer.State = rasterizerState;
m_d3d11_Device.ImmediateContext.PixelShader.SetSampler(samplerState, 0);

// Reset the ConstantBuffers as well.
m_cbPerFrame.ViewMatrix = tempV;
m_cbOnResize.ProjectionMatrix = tempP;
m_cbPerObject.WorldMatrix = tempW;


#region Operators

#region IDisposable Members
// Implement IDisposable.
// Do not make this method virtual.
// A derived class should not be able to override this method.
public void Dispose()
// Since this Dispose() method already cleaned up the resources used by this object, there's no need for the
// Garbage Collector to call this class's Finalizer, so we tell it not to.
protected void Dispose(bool disposing)
if (!this.m_bDisposed)
* The following text is from MSDN (http://msdn.microsoft.com/en-us/library/fs2xkftw%28VS.80%29.aspx)
* Dispose(bool disposing) executes in two distinct scenarios:
* If disposing equals true, the method has been called directly or indirectly by a user's code and managed and unmanaged resources can be disposed.
* If disposing equals false, the method has been called by the runtime from inside the finalizer and only unmanaged resources can be disposed.
* When an object is executing its finalization code, it should not reference other objects, because finalizers do not execute in any particular order.
* If an executing finalizer references another object that has already been finalized, the executing finalizer will fail.
if (disposing)
// Unregister events

// get rid of managed resources
m_ParentWindow = null; // We don't release this since it was created by the parent program.
m_d3d11_Device = null; // This was also created by the parent program.

// get rid of unmanaged resources


#region Debug Methods
#if (DEBUG)
// put all debug methods in here...

#region Properties
/// <summary>
/// Returns a boolean value indicating whether or not this object has been disposed.
/// </summary>
public bool IsDisposed
return m_bDisposed;
/// <summary>
/// Returns a boolean value indicating whether the GameWindow has finished initializing itself yet or not.
/// </summary>
virtual public bool IsInitialized
return m_bIsInitialized;

#region Events

#region Event Handlers

I'm fairly sure the problem is somewhere in this class, but I have no idea what is wrong. I get no evidence that the text renderer class is doing anything at all. It has no effect on the output. And its quite difficult to debug these applications because you either get stupid vague error messages, or other nonsense. I can't use the DirectX Graphics Diagnostics tools in VS2012, because of course they don't support using D2D with DX11. This is quite a nasty big mess Microsoft has made for us...

And here is the shader code being used by the text renderer in case the problem lies there. I've mucked with this a lot too but no luck. I changed the pixel shader to output black no matter what so I could at least see if it is drawing something, but I still get nothing.

cbuffer cbPerResize : register( b0 )
matrix Projection;
cbuffer cbPerFrame : register( b1 )
matrix View;
cbuffer cbPerObject : register( b2 )
matrix World;
Texture2D ObjTexture;
SamplerState ObjSamplerState;

struct VS_OUTPUT
float4 Pos : SV_POSITION;
float2 TexCoord : TEXCOORD;

VS_OUTPUT Text_VS(float4 inPos : POSITION, float2 inTexCoord : TEXCOORD)
VS_OUTPUT output = (VS_OUTPUT)0;

matrix identity;
identity[0] = float4(1,0,0,0);
identity[1] = float4(0,1,0,0);
identity[2] = float4(0,0,1,0);
identity[3] = float4(0,0,0,1);

output.Pos = mul(inPos, identity);
output.Pos = mul( inPos, World );
output.Pos = mul( output.Pos, View );
output.Pos = mul( output.Pos, Projection );
output.TexCoord = inTexCoord;

return output;
float4 Text_PS(VS_OUTPUT input) : SV_TARGET
//return ObjTexture.Sample( ObjSamplerState, input.TexCoord );
return float4(0.0f, 0.0f, 0.0f, 0.0f);

This is just irritating because I've wasted the whole night trying to get this to work and I'm rather tired of microsoft and their bs. It is utterly rediculous that one has to go through all this crap just to get some lousy text on the screen...

Can anyone help me, I hope? And thank you so much for your time! Edited by Megafont

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I agree it is beyond ridiculous, the amount of code needed to display text. However, Microsoft are not giving us bullshit, the DX10/11 mutex/mix thingy is just because there was already a working technique, and they may have run out of time to move it all to DX11. They still provide arguably the best rendering code anywhere, so rather than get tired, I would say become more tolerant of the changes and imperfections. They are working on the dx10/11 issue and this is why I'm eagerly waiting for the 11.1 upgrade for Windows 7 (even tho I'm using W8 8-.).

In regards to your problem. I'm looking through my text code now. I have SlimDX text working. Edited by Gavin Williams

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Well your shader is wrong. The code .. return float4(0.0f, 0.0f, 0.0f, 0.0f); will simply return BLACK. You need to uncomment the code that you've commented out.

Edit : Oh ok, you are just trying to get a black square on the screen.

I'm way too tired. I will need to look at this tomorrow. If need be, I can post up the code that works for me. Edited by Gavin Williams

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Thanks guys! I'm not giving up, I was annoyed and also tired since I needed to get some sleep. But I will keep messing with it. I just need to figure out where exactly things are going wrong.

I know they probably had some reason for it. I look forward to 11.1 as well. I'm using Windows 7 64bit currently.

I started it up today and it miraculously drew the whole screen black as I would expect. So I don't know why it didn't do that last night. Since I know the texture is rendering on the screen now and covering the full screen, I uncommented the original code in the Pixel Shader. However, there is no text still, which means Direct2D did not render the text onto the texture for some reason. Now I just need to figure out why there is no text in the shared texture. Edited by Megafont

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What debug messages are you getting ? If it's not rendering you should be getting error message. You can always download PIX if you are really desperate to have a look at the graphics state and resources.

Are you a C++ programmer ? Or perhaps just too strictly following those tutorials. Because setting all your variables to null isn't necessary in C#. It's not a problem but it's not necessary, a simple declaration is sufficient ...

private SlimDX.Direct3D11.Texture2D textureD3D11; Edited by Gavin Williams

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I'm not seeing any messages in the output panel. There's just no text getting rendered for some reason. I can set the clear color for the shared surface to opaque blue and the entire screen is blue as expected but no text. So I know the shared texture is getting rendered on top of the scene.

I started with C++ and moved into C# later. Setting stuff to null is force of habit I guess lol. Edited by Megafont

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No problem. I already put the shader back. Here is the shader code as it is now.

cbuffer cbPerResize : register( b0 )
matrix Projection;
cbuffer cbPerFrame : register( b1 )
matrix View;
cbuffer cbPerObject : register( b2 )
matrix World;
Texture2D ObjTexture;
SamplerState ObjSamplerState;

struct VS_OUTPUT
float4 Pos : SV_POSITION;
float2 TexCoord : TEXCOORD;

VS_OUTPUT Text_VS(float4 inPos : POSITION, float2 inTexCoord : TEXCOORD)
VS_OUTPUT output = (VS_OUTPUT)0;

matrix identity;
identity[0] = float4(1,0,0,0);
identity[1] = float4(0,1,0,0);
identity[2] = float4(0,0,1,0);
identity[3] = float4(0,0,0,1);

output.TexCoord = inTexCoord;

return output;
float4 Text_PS(VS_OUTPUT input) : SV_TARGET
return ObjTexture.Sample( ObjSamplerState, input.TexCoord );

The shader appears to be working though because I set it to clear the shared texture to opaque blue and it did shade the entire screen opaque blue. But the text is drawn after we clear the buffer obviously, so the text should've been there, but there is only blue. lol The text is set to opaque white in the RenderText function. Once I get it working I'll make the class have a color property instead of setting it every time in that function and make a few other improvements to it. But for now my focus is on getting it working. No sense it potentially adding in new problems before I get the existing one(s) fixed.

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I went through the code line by line mostly and couldn't see any differences between what you've got and what I've got. If you're project is small, just this code basically you can send it to me at gavin_w3@yahoo.com.au. Maybe if I can play with it in Visual Studio I'll see something.

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I sent you the project in a .zip file. It's not very big though. Thanks for the help! I really appreciate it. :)

It's gonna end up being some really tiny little detail somewhere probably. The really hard bugs to squash have a tendency to end up that way a lot it seems.

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Ok I've noticed that you have a lot of live objects, so if you add m_textRenderer.Dispose() to GameWindowTest.Dispose() you'll get rid of 16 of the 17 live objects. But there is still a Surface that needs disposing, and it's probably in m_textRenderer, as it goes away after commenting it out. But I couldn't locate it on a first pass.

As for the main problem :

Test App > Properties > Debug : Enable native code debugging - this gives the full debug output. When I checked this box I got the following problem ...
Signatures between stages are incompatible...

There will be a mismatch somewhere, maybe in inputLayout or in the VertexDeclarations, Or in the shader itself. Edited by Gavin Williams

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Oh I thought I turned on the native debug. I just realized though that I turned it on for the framework project and not Test App didn't I? lol. I hadn't even checked if I had live objects still. I usually do though but I guess I got too side tracked with hunting bugs. lol. Thanks a bunch though! I'll look at it some more and let you know if I find the problem :)

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I found the problem, you need to set the input layout...

InputElement[] inputElements = new []
new InputElement("POSITION", 0, Format.R32G32B32_Float,0,0),
new InputElement("TEXCOORD", 0, Format.R32G32_Float, InputElement.AppendAligned, 0)
InputLayout layout = new InputLayout(m_d3d11_Device, m_vShaderSignature, inputElements);
m_d3d11_Device.ImmediateContext.InputAssembler.InputLayout = layout;
// Set the vertex buffer for the text geometry (a square).
m_d3d11_Device.ImmediateContext.InputAssembler.SetVertexBuffers(0, new SlimDX.Direct3D11.VertexBufferBinding(m_d2dVertexBuffer, 20, 0));
Edited by Gavin Williams

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Thanks I was just realizing that myself lol. I seem to have another problem though. I added m_TextRenderer.Dispose() in the dispose method of the GameWindowTest class but it still isn't disposing those objects for some reason. I'm not sure why, unless I need to detect when the window is closing and call Dispose(true).

Anyway, I need to get some sleep so I'm gonna get off the computer for now, and mess with it some more later. Thanks again! :)

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I've got everything working now.

I found that missing surface that wasn't getting disposed too. It was because of this line:

m_d2dRenderTarget = RenderTarget.FromDXGI(d2dFactory, m_sharedTexture10.AsSurface(), d2d_rtp);

This Texture2D got disposed, but the d2dRenderTarget still had a reference to its surface so the surface did not. I added a new member variable to hold a reference to this surface, and then I added a line in the Dispose() function to dispose this new variable. Now there are 0 live objects.

Thanks again for all the help! It's so great to have it working finally after a couple days! lol

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    • By DiligentDev
      This article uses material originally posted on Diligent Graphics web site.
      Graphics APIs have come a long way from small set of basic commands allowing limited control of configurable stages of early 3D accelerators to very low-level programming interfaces exposing almost every aspect of the underlying graphics hardware. Next-generation APIs, Direct3D12 by Microsoft and Vulkan by Khronos are relatively new and have only started getting widespread adoption and support from hardware vendors, while Direct3D11 and OpenGL are still considered industry standard. New APIs can provide substantial performance and functional improvements, but may not be supported by older hardware. An application targeting wide range of platforms needs to support Direct3D11 and OpenGL. New APIs will not give any advantage when used with old paradigms. It is totally possible to add Direct3D12 support to an existing renderer by implementing Direct3D11 interface through Direct3D12, but this will give zero benefits. Instead, new approaches and rendering architectures that leverage flexibility provided by the next-generation APIs are expected to be developed.
      There are at least four APIs (Direct3D11, Direct3D12, OpenGL/GLES, Vulkan, plus Apple's Metal for iOS and osX platforms) that a cross-platform 3D application may need to support. Writing separate code paths for all APIs is clearly not an option for any real-world application and the need for a cross-platform graphics abstraction layer is evident. The following is the list of requirements that I believe such layer needs to satisfy:
      Lightweight abstractions: the API should be as close to the underlying native APIs as possible to allow an application leverage all available low-level functionality. In many cases this requirement is difficult to achieve because specific features exposed by different APIs may vary considerably. Low performance overhead: the abstraction layer needs to be efficient from performance point of view. If it introduces considerable amount of overhead, there is no point in using it. Convenience: the API needs to be convenient to use. It needs to assist developers in achieving their goals not limiting their control of the graphics hardware. Multithreading: ability to efficiently parallelize work is in the core of Direct3D12 and Vulkan and one of the main selling points of the new APIs. Support for multithreading in a cross-platform layer is a must. Extensibility: no matter how well the API is designed, it still introduces some level of abstraction. In some cases the most efficient way to implement certain functionality is to directly use native API. The abstraction layer needs to provide seamless interoperability with the underlying native APIs to provide a way for the app to add features that may be missing. Diligent Engine is designed to solve these problems. Its main goal is to take advantages of the next-generation APIs such as Direct3D12 and Vulkan, but at the same time provide support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common C++ front-end for all supported platforms and provides interoperability with underlying native APIs. It also supports integration with Unity and is designed to be used as graphics subsystem in a standalone game engine, Unity native plugin or any other 3D application. Full source code is available for download at GitHub and is free to use.
      Diligent Engine API takes some features from Direct3D11 and Direct3D12 as well as introduces new concepts to hide certain platform-specific details and make the system easy to use. It contains the following main components:
      Render device (IRenderDevice  interface) is responsible for creating all other objects (textures, buffers, shaders, pipeline states, etc.).
      Device context (IDeviceContext interface) is the main interface for recording rendering commands. Similar to Direct3D11, there are immediate context and deferred contexts (which in Direct3D11 implementation map directly to the corresponding context types). Immediate context combines command queue and command list recording functionality. It records commands and submits the command list for execution when it contains sufficient number of commands. Deferred contexts are designed to only record command lists that can be submitted for execution through the immediate context.
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      The approach taken in the engine does not limit scalability as the application is expected to create one deferred context per thread, and internally every deferred context records a command list in lock-free fashion. At the same time this approach maps well to older APIs.
      In current implementation, only one immediate context that uses default graphics command queue is created. To support multiple GPUs or multiple command queue types (compute, copy, etc.), it is natural to have one immediate contexts per queue. Cross-context synchronization utilities will be necessary.
      Swap Chain (ISwapChain interface). Swap chain interface represents a chain of back buffers and is responsible for showing the final rendered image on the screen.
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      Resources (ITexture and IBuffer interfaces). There are two types of resources - textures and buffers. There are many different texture types (2D textures, 3D textures, texture array, cubmepas, etc.) that can all be represented by ITexture interface.
      Resources Views (ITextureView and IBufferView interfaces). While textures and buffers are mere data containers, texture views and buffer views describe how the data should be interpreted. For instance, a 2D texture can be used as a render target for rendering commands or as a shader resource.
      Pipeline State (IPipelineState interface). GPU pipeline contains many configurable stages (depth-stencil, rasterizer and blend states, different shader stage, etc.). Direct3D11 uses coarse-grain objects to set all stage parameters at once (for instance, a rasterizer object encompasses all rasterizer attributes), while OpenGL contains myriad functions to fine-grain control every individual attribute of every stage. Both methods do not map very well to modern graphics hardware that combines all states into one monolithic state under the hood. Direct3D12 directly exposes pipeline state object in the API, and Diligent Engine uses the same approach.
      Shader Resource Binding (IShaderResourceBinding interface). Shaders are programs that run on the GPU. Shaders may access various resources (textures and buffers), and setting correspondence between shader variables and actual resources is called resource binding. Resource binding implementation varies considerably between different API. Diligent Engine introduces a new object called shader resource binding that encompasses all resources needed by all shaders in a certain pipeline state.
      API Basics
      Creating Resources
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      TextureDesc TexDesc; TexDesc.Name = "My texture 2D"; TexDesc.Type = TEXTURE_TYPE_2D; TexDesc.Width = 1024; TexDesc.Height = 1024; TexDesc.Format = TEX_FORMAT_RGBA8_UNORM; TexDesc.Usage = USAGE_DEFAULT; TexDesc.BindFlags = BIND_SHADER_RESOURCE | BIND_RENDER_TARGET | BIND_UNORDERED_ACCESS; TexDesc.Name = "Sample 2D Texture"; m_pRenderDevice->CreateTexture( TexDesc, TextureData(), &m_pTestTex ); If native API supports multithreaded resource creation, textures and buffers can be created by multiple threads simultaneously.
      Interoperability with native API provides access to the native buffer/texture objects and also allows creating Diligent Engine objects from native handles. It allows applications seamlessly integrate native API-specific code with Diligent Engine.
      Next-generation APIs allow fine level-control over how resources are allocated. Diligent Engine does not currently expose this functionality, but it can be added by implementing IResourceAllocator interface that encapsulates specifics of resource allocation and providing this interface to CreateBuffer() or CreateTexture() methods. If null is provided, default allocator should be used.
      Initializing the Pipeline State
      As it was mentioned earlier, Diligent Engine follows next-gen APIs to configure the graphics/compute pipeline. One big Pipelines State Object (PSO) encompasses all required states (all shader stages, input layout description, depth stencil, rasterizer and blend state descriptions etc.). This approach maps directly to Direct3D12/Vulkan, but is also beneficial for older APIs as it eliminates pipeline misconfiguration errors. With many individual calls tweaking various GPU pipeline settings it is very easy to forget to set one of the states or assume the stage is already properly configured when in fact it is not. Using pipeline state object helps avoid these problems as all stages are configured at once.
      Creating Shaders
      While in earlier APIs shaders were bound separately, in the next-generation APIs as well as in Diligent Engine shaders are part of the pipeline state object. The biggest challenge when authoring shaders is that Direct3D and OpenGL/Vulkan use different shader languages (while Apple uses yet another language in their Metal API). Maintaining two versions of every shader is not an option for real applications and Diligent Engine implements shader source code converter that allows shaders authored in HLSL to be translated to GLSL. To create a shader, one needs to populate ShaderCreationAttribs structure. SourceLanguage member of this structure tells the system which language the shader is authored in:
      SHADER_SOURCE_LANGUAGE_DEFAULT - The shader source language matches the underlying graphics API: HLSL for Direct3D11/Direct3D12 mode, and GLSL for OpenGL and OpenGLES modes. SHADER_SOURCE_LANGUAGE_HLSL - The shader source is in HLSL. For OpenGL and OpenGLES modes, the source code will be converted to GLSL. SHADER_SOURCE_LANGUAGE_GLSL - The shader source is in GLSL. There is currently no GLSL to HLSL converter, so this value should only be used for OpenGL and OpenGLES modes. There are two ways to provide the shader source code. The first way is to use Source member. The second way is to provide a file path in FilePath member. Since the engine is entirely decoupled from the platform and the host file system is platform-dependent, the structure exposes pShaderSourceStreamFactory member that is intended to provide the engine access to the file system. If FilePath is provided, shader source factory must also be provided. If the shader source contains any #include directives, the source stream factory will also be used to load these files. The engine provides default implementation for every supported platform that should be sufficient in most cases. Custom implementation can be provided when needed.
      When sampling a texture in a shader, the texture sampler was traditionally specified as separate object that was bound to the pipeline at run time or set as part of the texture object itself. However, in most cases it is known beforehand what kind of sampler will be used in the shader. Next-generation APIs expose new type of sampler called static sampler that can be initialized directly in the pipeline state. Diligent Engine exposes this functionality: when creating a shader, textures can be assigned static samplers. If static sampler is assigned, it will always be used instead of the one initialized in the texture shader resource view. To initialize static samplers, prepare an array of StaticSamplerDesc structures and initialize StaticSamplers and NumStaticSamplers members. Static samplers are more efficient and it is highly recommended to use them whenever possible. On older APIs, static samplers are emulated via generic sampler objects.
      The following is an example of shader initialization:
      ShaderCreationAttribs Attrs; Attrs.Desc.Name = "MyPixelShader"; Attrs.FilePath = "MyShaderFile.fx"; Attrs.SearchDirectories = "shaders;shaders\\inc;"; Attrs.EntryPoint = "MyPixelShader"; Attrs.Desc.ShaderType = SHADER_TYPE_PIXEL; Attrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; BasicShaderSourceStreamFactory BasicSSSFactory(Attrs.SearchDirectories); Attrs.pShaderSourceStreamFactory = &BasicSSSFactory; ShaderVariableDesc ShaderVars[] = {     {"g_StaticTexture", SHADER_VARIABLE_TYPE_STATIC},     {"g_MutableTexture", SHADER_VARIABLE_TYPE_MUTABLE},     {"g_DynamicTexture", SHADER_VARIABLE_TYPE_DYNAMIC} }; Attrs.Desc.VariableDesc = ShaderVars; Attrs.Desc.NumVariables = _countof(ShaderVars); Attrs.Desc.DefaultVariableType = SHADER_VARIABLE_TYPE_STATIC; StaticSamplerDesc StaticSampler; StaticSampler.Desc.MinFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MagFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MipFilter = FILTER_TYPE_LINEAR; StaticSampler.TextureName = "g_MutableTexture"; Attrs.Desc.NumStaticSamplers = 1; Attrs.Desc.StaticSamplers = &StaticSampler; ShaderMacroHelper Macros; Macros.AddShaderMacro("USE_SHADOWS", 1); Macros.AddShaderMacro("NUM_SHADOW_SAMPLES", 4); Macros.Finalize(); Attrs.Macros = Macros; RefCntAutoPtr<IShader> pShader; m_pDevice->CreateShader( Attrs, &pShader );
      Creating the Pipeline State Object
      After all required shaders are created, the rest of the fields of the PipelineStateDesc structure provide depth-stencil, rasterizer, and blend state descriptions, the number and format of render targets, input layout format, etc. For instance, rasterizer state can be described as follows:
      PipelineStateDesc PSODesc; RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; RasterizerDesc.AntialiasedLineEnable = False; Depth-stencil and blend states are defined in a similar fashion.
      Another important thing that pipeline state object encompasses is the input layout description that defines how inputs to the vertex shader, which is the very first shader stage, should be read from the memory. Input layout may define several vertex streams that contain values of different formats and sizes:
      // Define input layout InputLayoutDesc &Layout = PSODesc.GraphicsPipeline.InputLayout; LayoutElement TextLayoutElems[] = {     LayoutElement( 0, 0, 3, VT_FLOAT32, False ),     LayoutElement( 1, 0, 4, VT_UINT8, True ),     LayoutElement( 2, 0, 2, VT_FLOAT32, False ), }; Layout.LayoutElements = TextLayoutElems; Layout.NumElements = _countof( TextLayoutElems ); Finally, pipeline state defines primitive topology type. When all required members are initialized, a pipeline state object can be created by IRenderDevice::CreatePipelineState() method:
      // Define shader and primitive topology PSODesc.GraphicsPipeline.PrimitiveTopologyType = PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; PSODesc.GraphicsPipeline.pVS = pVertexShader; PSODesc.GraphicsPipeline.pPS = pPixelShader; PSODesc.Name = "My pipeline state"; m_pDev->CreatePipelineState(PSODesc, &m_pPSO); When PSO object is bound to the pipeline, the engine invokes all API-specific commands to set all states specified by the object. In case of Direct3D12 this maps directly to setting the D3D12 PSO object. In case of Direct3D11, this involves setting individual state objects (such as rasterizer and blend states), shaders, input layout etc. In case of OpenGL, this requires a number of fine-grain state tweaking calls. Diligent Engine keeps track of currently bound states and only calls functions to update these states that have actually changed.
      Binding Shader Resources
      Direct3D11 and OpenGL utilize fine-grain resource binding models, where an application binds individual buffers and textures to certain shader or program resource binding slots. Direct3D12 uses a very different approach, where resource descriptors are grouped into tables, and an application can bind all resources in the table at once by setting the table in the command list. Resource binding model in Diligent Engine is designed to leverage this new method. It introduces a new object called shader resource binding that encapsulates all resource bindings required for all shaders in a certain pipeline state. It also introduces the classification of shader variables based on the frequency of expected change that helps the engine group them into tables under the hood:
      Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. Shader variable type must be specified during shader creation by populating an array of ShaderVariableDesc structures and initializing ShaderCreationAttribs::Desc::VariableDesc and ShaderCreationAttribs::Desc::NumVariables members (see example of shader creation above).
      Static variables cannot be changed once a resource is bound to the variable. They are bound directly to the shader object. For instance, a shadow map texture is not expected to change after it is created, so it can be bound directly to the shader:
      PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new Shader Resource Binding object (SRB) that is created by the pipeline state (IPipelineState::CreateShaderResourceBinding()):
      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Note that an SRB is only compatible with the pipeline state it was created from. SRB object inherits all static bindings from shaders in the pipeline, but is not allowed to change them.
      Mutable resources can only be set once for every instance of a shader resource binding. Such resources are intended to define specific material properties. For instance, a diffuse texture for a specific material is not expected to change once the material is defined and can be set right after the SRB object has been created:
      m_pSRB->GetVariable(SHADER_TYPE_PIXEL, "tex2DDiffuse")->Set(pDiffuseTexSRV); In some cases it is necessary to bind a new resource to a variable every time a draw command is invoked. Such variables should be labeled as dynamic, which will allow setting them multiple times through the same SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); Under the hood, the engine pre-allocates descriptor tables for static and mutable resources when an SRB objcet is created. Space for dynamic resources is dynamically allocated at run time. Static and mutable resources are thus more efficient and should be used whenever possible.
      As you can see, Diligent Engine does not expose low-level details of how resources are bound to shader variables. One reason for this is that these details are very different for various APIs. The other reason is that using low-level binding methods is extremely error-prone: it is very easy to forget to bind some resource, or bind incorrect resource such as bind a buffer to the variable that is in fact a texture, especially during shader development when everything changes fast. Diligent Engine instead relies on shader reflection system to automatically query the list of all shader variables. Grouping variables based on three types mentioned above allows the engine to create optimized layout and take heavy lifting of matching resources to API-specific resource location, register or descriptor in the table.
      This post gives more details about the resource binding model in Diligent Engine.
      Setting the Pipeline State and Committing Shader Resources
      Before any draw or compute command can be invoked, the pipeline state needs to be bound to the context:
      m_pContext->SetPipelineState(m_pPSO); Under the hood, the engine sets the internal PSO object in the command list or calls all the required native API functions to properly configure all pipeline stages.
      The next step is to bind all required shader resources to the GPU pipeline, which is accomplished by IDeviceContext::CommitShaderResources() method:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); The method takes a pointer to the shader resource binding object and makes all resources the object holds available for the shaders. In the case of D3D12, this only requires setting appropriate descriptor tables in the command list. For older APIs, this typically requires setting all resources individually.
      Next-generation APIs require the application to track the state of every resource and explicitly inform the system about all state transitions. For instance, if a texture was used as render target before, while the next draw command is going to use it as shader resource, a transition barrier needs to be executed. Diligent Engine does the heavy lifting of state tracking.  When CommitShaderResources() method is called with COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES flag, the engine commits and transitions resources to correct states at the same time. Note that transitioning resources does introduce some overhead. The engine tracks state of every resource and it will not issue the barrier if the state is already correct. But checking resource state is an overhead that can sometimes be avoided. The engine provides IDeviceContext::TransitionShaderResources() method that only transitions resources:
      m_pContext->TransitionShaderResources(m_pPSO, m_pSRB); In some scenarios it is more efficient to transition resources once and then only commit them.
      Invoking Draw Command
      The final step is to set states that are not part of the PSO, such as render targets, vertex and index buffers. Diligent Engine uses Direct3D11-syle API that is translated to other native API calls under the hood:
      ITextureView *pRTVs[] = {m_pRTV}; m_pContext->SetRenderTargets(_countof( pRTVs ), pRTVs, m_pDSV); // Clear render target and depth buffer const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); m_pContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); Different native APIs use various set of function to execute draw commands depending on command details (if the command is indexed, instanced or both, what offsets in the source buffers are used etc.). For instance, there are 5 draw commands in Direct3D11 and more than 9 commands in OpenGL with something like glDrawElementsInstancedBaseVertexBaseInstance not uncommon. Diligent Engine hides all details with single IDeviceContext::Draw() method that takes takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); For compute commands, there is IDeviceContext::DispatchCompute() method that takes DispatchComputeAttribs structure that defines compute grid dimension.
      Source Code
      Full engine source code is available on GitHub and is free to use. The repository contains two samples, asteroids performance benchmark and example Unity project that uses Diligent Engine in native plugin.
      AntTweakBar sample is Diligent Engine’s “Hello World” example.

      Atmospheric scattering sample is a more advanced example. It demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to multiple render targets, using compute shaders and unordered access views, etc.

      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows and Android platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and support for more platforms is planned.
    • By kan123
      DX9Ex. I have the problem with driver stability in time of serial renderings, which i try to use for image processing in memory with fragment shaders. For big bitmaps the video driver sometimes becomes unstable ("Display driver stopped responding and has recovered") and, for instance, if the media player runs video in background, it sometimes freezes and distorts. I tried to use next methods of IDirect3DDevice9Ex:
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    • By AxeGuywithanAxe
      I wanted to see how others are currently handling descriptor heap updates and management.
      I've read a few articles and there tends to be three major strategies :
      1 ) You split up descriptor heaps per shader stage ( i.e one for vertex shader , pixel , hull, etc)
      2) You have one descriptor heap for an entire pipeline
      3) You split up descriptor heaps for update each update frequency (i.e EResourceSet_PerInstance , EResourceSet_PerPass , EResourceSet_PerMaterial, etc)
      The benefits of the first two approaches is that it makes it easier to port current code, and descriptor / resource descriptor management and updating tends to be easier to manage, but it seems to be not as efficient.
      The benefits of the third approach seems to be that it's the most efficient because you only manage and update objects when they change.
    • By evelyn4you
      until now i use typical vertexshader approach for skinning with a Constantbuffer containing the transform matrix for the bones and an the vertexbuffer containing bone index and bone weight.
      Now i have implemented realtime environment  probe cubemaping so i have to render my scene from many point of views and the time for skinning takes too long because it is recalculated for every side of the cubemap.
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      the member turanszkij has posted a good for me understandable compute shader. ( for Info: in his engine he uses an optimized version of it )
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       is it possible to feed the compute shader with my orignial vertexbuffer or do i have to copy it in several ByteAdressBuffers as implemented in the following code ?
        the same question is about the constant buffer of the matrixes
       my more urgent question is how do i feed my normal pipeline with the result of the compute Shader which are 2 RWByteAddressBuffers that contain position an normal
      for example i could use 2 vertexbuffer bindings
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      (Code from turanszkij )
      Here is my shader implementation for skinning a mesh in a compute shader:
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    • By mister345
      Hi, can someone please explain why this is giving an assertion EyePosition!=0 exception?
      _lightBufferVS->viewMatrix = DirectX::XMMatrixLookAtLH(XMLoadFloat3(&_lightBufferVS->position), XMLoadFloat3(&_lookAt), XMLoadFloat3(&up));
      It looks like DirectX doesnt want the 2nd parameter to be a zero vector in the assertion, but I passed in a zero vector with this exact same code in another program and it ran just fine. (Here is the version of the code that worked - note XMLoadFloat3(&m_lookAt) parameter value is (0,0,0) at runtime - I debugged it - but it throws no exceptions.
          m_viewMatrix = DirectX::XMMatrixLookAtLH(XMLoadFloat3(&m_position), XMLoadFloat3(&m_lookAt), XMLoadFloat3(&up)); Here is the repo for the broken code (See LightClass) https://github.com/mister51213/DirectX11Engine/blob/master/DirectX11Engine/LightClass.cpp
      and here is the repo with the alternative version of the code that is working with a value of (0,0,0) for the second parameter.
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