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REF_Cracker

DX11
DX11 - Screen Tearing

5 posts in this topic

Has anyone ever had issues with screen tearing under DX11?

- I'm pretty sure I'm buffering properly as per the example programs.
- I present with Present(1,0);
- It is properly limiting my frame rate to 60FPS.


Here is the code I'm using to initialize the swap chain.....
 

    memset(&l_desc,0,sizeof(DXGI_SWAP_CHAIN_DESC));

    l_desc.BufferCount = 1;
    l_desc.BufferDesc.Width = in_width;
    l_desc.BufferDesc.Height = in_height;
    l_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    l_desc.BufferDesc.RefreshRate.Numerator = 60;
    l_desc.BufferDesc.RefreshRate.Denominator = 1;
    l_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    l_desc.OutputWindow = *(HWND *)in_handle;
    l_desc.SampleDesc.Count = 1;
    l_desc.SampleDesc.Quality = 0;
    l_desc.Windowed = TRUE;

    l_result = l_d3d->QueryInterface(__uuidof(IDXGIDevice),(void **)&l_device);

    if(SUCCEEDED(l_result))
    {
        l_result = l_device->GetParent(__uuidof(IDXGIAdapter),(void **)&l_adapter);

        if(SUCCEEDED(l_result))
        {
            l_result = l_adapter->GetParent(__uuidof(IDXGIFactory),(void **)&l_factory);

            if(SUCCEEDED(l_result))
            {
                l_result = l_factory->CreateSwapChain(l_d3d,&l_desc,&m_chain);
                l_factory->Release();

                if(FAILED(l_result))
                {
                    MessageBox(NULL,"Couldn't create a swap chain on the device!","Error!",MB_OK | MB_ICONINFORMATION);
                    return false;
                }
            }

            l_adapter->Release();
        }

        l_device->Release();
    }


    l_result = m_chain->GetBuffer(0,__uuidof(ID3D11Texture2D),(LPVOID *)&l_texture2D);

 


Any ideas as to why I'm still getting horrible tearing? Thanks in advance!

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I am not, do not aspire to, nor ever will be, a DirectX programmer.

 

But, as a C programmer, I can tell you that your error checking can fail silently. I don't know exactly what that code is supposed to do, but it's possible a number of the lines never run due to an error, with no error being reported.

 

As a graphics programmer, I'll tell you that screen tearing is often caused by a lack of synchronization between the update rate and the refresh rate. It sounded like you already knew that.

Edited by Geometrian
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Thanks for the feedback! Sadly the sloppy program flow in the pasted source has nothing to do with my issue. Does anyone have a similar experience with screen tearing in DX11 and if so how did you solve it?

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I'm quite certain that your problem is actually in these two lines:

 

    l_desc.BufferDesc.RefreshRate.Numerator = 60;
    l_desc.BufferDesc.RefreshRate.Denominator = 1;

 

Your monitor may not actually be refreshing at 60Hz, but instead at slightly under or slightly over the 60.  Rather than just putting in hard-coded values you should enumerate your modes properly using IDXGIFactory::EnumAdapters, IDXGIAdapter::EnumOutputs and IDXGIOutput::GetDisplayModeList, then use the refresh rates provided by that enumeration instead.

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Erik Rufelt - After a lot of investigation ID3D11DeviceContext::Flush has indeed solved my problem. Funny enough this was one of my first thoughts when I started looking into the issue but then I got obsessed with the refresh rate numerator \ denominator and the fact that my monitors are stuck in 59hz (which seems to be a common issue on windows7). Anyway thank you very much as the second I added the flush it all tearing ceased!!!

mhagain - You are indeed correct that enumerating the adapters does provide me with more suitable values for the refresh rate. A quick investigation indicates that for my current desktop the proper settings would be 59950 / 1000. Sadly these settings seem to have no effect on the issue even with the solution (flush) added. None the less it is probably a good idea to use this proper setup method so thank you for pointing that out.

SOLVED!

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