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Adam_42

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  1. Hmm. Maybe as that CreateTextFormat() call is done using COM, it's actually talking to another process.
  2. You might prefer to use AddFontResourceEx() with the FR_PRIVATE flag, that way the font is only available for your game, and will be automatically unregistered when the process exits.
  3. Adam_42

    DX11 Frame analyzer without swapchain

    I think RenderDoc can do it, but you'll need to call its API to tell it where the capture should start and end. See the discussion on: https://github.com/baldurk/renderdoc/issues/817
  4. As the main component of your game will be audio, I'd suggest looking at audio libraries first. Once you've chosen a library, you can select a programming language based on which ones your chosen audio library supports, and what language you're most comfortable using. I'd expect that most audio libraries will be usable from C, C++, C# and Python on Windows - although some languages may be better supported than others. For example, FMOD comes with C, C++ and C# APIs, but not a Python API, although a quick search found a third party one - http://pysonic.sourceforge.net/. The runtime performance of your chosen programming language probably won't make any significant difference. In addition, if performance does become a problem both Python and C# can call into C/C++ code.
  5. There are various tools that can do this for you. Here's a couple of examples: - http://www.fraps.com/ Can capture screenshots and videos. - https://renderdoc.org/ - This is a graphics debugger, that can be very handy for other things too, but it also lets you save any render target out as an image. If you're using Windows 10, you can also just press Windows Key + G to capture images and videos from games.
  6. Adam_42

    Running x86 build crashes

    Those two instructions load the edx register with the contents of the "__that" parameter to the ModelPart move constructor, and then load 16 bytes from there into xmm0. It looks like that's where it has crashed. That isn't going to be an alignment issue, as movups (as opposed to movaps) won't crash for misaligned addresses. I'm thinking that the contents of __that is actually NULL, or otherwise an invalid pointer. You can check what the pointer is by looking at the contents of the edx register at the point it crashes. However, since it's a reference, and not a pointer, it really shouldn't be NULL. Could your custom allocator have returned nullptr?
  7. Adam_42

    Running x86 build crashes

    One thing worth noting, is that on x86 the standard Windows memory allocator only returns 8 bytes aligned memory. On x64 it's 16 byte aligned. That could be causing you problems. I'd suggest overriding global operator new and delete (don't forget the array and nothrow variants) to use _aligned_malloc() to force 16 byte alignment for everything. Having said that, if you want to debug a crash in optimized code, then what you really need to be looking at is the disassembly. I'd also recommend using the /Zo compiler option (which requires edit and continue to be disabled). In addition, you want to disable the "just my code" option. This will let you see more details on what's going on as you have some external code in your crash callstack. I also wouldn't fully trust the diagnosis of "_that is 0x1". I have seen incorrect messages there before, especially for uncommon crash reasons like data misalignment. Looking at the assembly instruction that it crashed on, and the registers used to calculate the memory address that it's accessing can give a more reliable answer. If you're not familiar with reading x86 assembly, then I found a basic guide at: http://www.cs.virginia.edu/~evans/cs216/guides/x86.html. You probably won't need to read past the section on data movement instructions to get started with debugging your crash. If need be you could, post the contents of the disassembly window and registers window here for someone else to look at.
  8. Windows actually provides an API for retrieving the names of keys - GetKeyNameText(). A quick search found some old C++ example code at: http://www.setnode.com/blog/mapvirtualkey-getkeynametext-and-a-story-of-how-to/ - you probably don't need to worry about XP compatibility any more. To use it from C# you'll probably want something like the example code at: https://stackoverflow.com/questions/38584015/using-getkeynametext-with-special-keys
  9. Clang will happily accept the first example with one small change: struct Point2 { Point2() = default; Point2(int a, int b) {x = a; y = b;} // extra constructor for ease of use int x, y; }; Adding the "=default;" in place of {} makes different C++11 rules apply to it and makes it a POD type. To make gcc happy, you need to go one step further: struct Point2 { Point2() = default; int x, y; }; // Non-member function that works like a constructor inline Point2 Make_Point2(int a, int b) {Point2 result; result.x = a; result.y = b; return result;} I'm not sure if gcc is being overly strict here, or if Clang is being lenient in regards to the standard.
  10. The default stack size on Windows is 1MB. 1. The stack size doesn't change on different computers. Maybe some people don't use the feature that consumes lots of stack space, or its stack consumption depends on the input data? 64-bit code will also consume more stack space than 32-bit. 2. Windows supports any stack size that will fit in RAM. You can change it in the linker settings, or as a parameter when creating a thread. I guess 1MB is a reasonable trade off between how much space the program gets to use, and the memory that's consumed by creating a thread, but if you have different requirements you can change it. Also if your stack is too big buggy recursive functions could take a long time before they fail with a stack overflow. 3. When it's crashed in the debugger add the esp (or rsp for x64) register to the watch window. That's the stack pointer, and you can watch it change as you move up and down the call stack in the debugger. Looking at how much it changes by will tell you how much stack is used. Alternatively just look at the size of the local variables in each function on the call stack until you find the big ones - you can use sizeof(variableName) in the watch window to see how big something is.
  11. I'd also recommend turning on the compiler warning that will catch this, by increasing the warning level to 4 in Visual Studio. You could even go as far as turning that warning into an error by doing: #pragma warning(error : 4706)
  12. I've reproduced the behaviour, and simplified the case that goes wrong. Here's my minimal failing case: groupshared uint tempData[1]; void MyFunc(inout uint inputData[1]) { } [numthreads(2, 1, 1)] void CSMain() {     MyFunc(tempData); } It looks like just passing the argument to the function is enough to make it fail to compile. Here's a workaround for the problem - don't pass the array as a function argument: #define ElementsCount 256 groupshared uint tempData[ElementsCount]; void MyFunc(in uint3 gtID) { tempData[gtID.x] = 0; } [numthreads(ElementsCount/2, 1, 1)] void CSMain(uint3 gID: SV_GroupID, uint3 gtID: SV_GroupThreadID) { MyFunc(gtID); }
  13. https://blogs.msdn.microsoft.com/chuckw/2012/05/07/hlsl-fxc-and-d3dcompile/ explains all the details of how the compiler DLL works. If you want to check which version of the DLL your program is using, then just pause it in the debugger and look through the modules window for the DLL. I believe the latest version is D3dcompiler_47.dll Have you tried compiling the shader using fxc.exe?
  14. Based on a quick search I found these:   https://www.gamedev.net/topic/594131-dx11-compute-shader-race-condition-error-when-using-optimization-level-2-or-3/ http://xboxforums.create.msdn.com/forums/t/63981.aspx   Based on those it sounds like there might be a bug in certain versions of the compiler. I'd suggest trying to use either command line fxc.exe or a more recent version of the d3dcompiler dll to see if it makes any difference.
  15. Adam_42

    ground quad and ground texture sizes

        It sounds like you really want to be using DXT compressed textures. DXT1 is 4 bits per pixel (i.e. 8 times smaller than RGBA). You do lose a bit of image quality, but it usually not significant. If you need an alpha channel, then you want DXT5 instead of DXT1, which doubles the size to 1 byte per pixel.   Note that they don't only save space on disc, they also stay compressed in video memory. Because of that rendering with them can also be quicker than uncompressed textures.
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