# DX11 SharpDX not similar to D11/c++?

This topic is 1404 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

Hello

I just read a Dx11 Book to understand the API, i would translate it to C#/SharpDX.

But the Book describes the way to create a VertexBuffer like:

first the Description:

desc.ByteWidth = size;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;



So in SharpDX i don't have MiscFlags and ByteWidth ....

next, create the Buffer:

HRESULT hr = g_pDevice->CreateBuffer( &desc, pData, &pBuffer );



in SharpDX MiniCube Demo the way to create a Buffer:

var vertices = Buffer.Create(device, BindFlags.VertexBuffer, new[]{......});


Here is a difference with C++D3D and Sharpdx..

Or to create DeviceContext/SwapChain.

C++:

D3DllCreateDeviceAndSwapChain


and SharpDX:

Device.CreateWithSwapChain


I thought  SharpDX and C++ D3D are similar, why are the difference?

So now my question is: When i reading this book how i find die right SharpDX Commands to recreate in SharpDX?

Sorry for my english i hope you understand what i mean and can give me a answer..

alex

Edited by montify

##### Share on other sites
• Google 'SharpDX' combined with the native name. First hit for 'sharpdx D3D11_BUFFER_DESC' leads me to the doc page. The C# and native identifiers are listed in table form.
• Design follows C# idioms and what the language can resp. can't do compared to C++. E.g. free functions end up as public static functions tied to the class making the most sense. The samples you gave are constructors in nature, and since C# constructor cannot be named arbitrarily they end up as ... public static. You will learn where to look as you're learning the DX API.
• The native memory/pointer related stuff ends up as C# arrays, usually. Though you could go raw pointers in C#, too, I don't recommend doing so. Get familiar with the DataStream class and the magic of generics. SharpDX has many (generic) convenience functions anyway.
• Intellisense (if you're using VS) is also nice to find stuff quickly.
By the way: Which Book ? Luna's ?

##### Share on other sites

SharpDX does reorganise the API a little, but it is done consistently and it is done so that it makes more sense to how you would do things in C#. You do need to be careful that objects are being disposed of correctly, e.g. if you frequently set the rasterizer state (which is set using a property) without disposing of the previous you will introduce memory leaks.

I've just had a book published on using SharpDX with Direct3D - Direct3D Rendering Cookbook, the first chapter outlines some of the mappings between the native and managed API. Amazon provides a preview of some of this chapter that you may find useful.

The second chapter "Rendering with Direct3D" provides examples of how to create vertex buffers, here is an excerpt of the code used for a simple triangle renderer:

            // Create a triangle
triangleVertices = ToDispose(Buffer.Create(device, BindFlags.VertexBuffer, new[] {
/*  Vertex Position                       Vertex Color */
new Vector4(0.0f, 0.0f, 0.5f, 1.0f),  new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Base-right
new Vector4(-0.5f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Base-left
new Vector4(-0.25f, 1f, 0.25f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // Apex
}));
triangleBinding = new VertexBufferBinding(triangleVertices, Utilities.SizeOf<Vector4>() * 2, 0);


Cheers,

J

Edited by spazzarama

• 10
• 9
• 12
• 10
• 12
• ### Similar Content

• By kan123
Hello,
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:
WaitForVBlank(0);
EvictManagedResources();
with purpose to give some time for GPU between scenes, but it seems to be has not notable effect in this case. I don't want to reinitilialize subsystem for every step to avoid performance loss.

• 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.

• hi,
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.
For Info i am working on Win7 an therefore use one Shadermodel 5.0 not 5.x that have more options, or is there a way to use 5.x in Win 7
My Graphic Card is Directx 12 compatible NVidia GTX 960
the member turanszkij has posted a good for me understandable compute shader. ( for Info: in his engine he uses an optimized version of it )
Now my questions
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
1 containing only the uv coordinates
2.containing position and normal
How do i copy from the RWByteAddressBuffers to the vertexbuffer ?

(Code from turanszkij )
Here is my shader implementation for skinning a mesh in a compute shader:

• Hi, can someone please explain why this is giving an assertion EyePosition!=0 exception?

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.
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.

• Hi, can somebody please tell me in clear simple steps how to debug and step through an hlsl shader file?
I already did Debug > Start Graphics Debugging > then captured some frames from Visual Studio and
double clicked on the frame to open it, but no idea where to go from there.

I've been searching for hours and there's no information on this, not even on the Microsoft Website!
They say "open the  Graphics Pixel History window" but there is no such window!
Then they say, in the "Pipeline Stages choose Start Debugging"  but the Start Debugging option is nowhere to be found in the whole interface.
Also, how do I even open the hlsl file that I want to set a break point in from inside the Graphics Debugger?

All I want to do is set a break point in a specific hlsl file, step thru it, and see the data, but this is so unbelievably complicated