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  1. DX12

      FYI, SharpDX Direct3D12 is being used for example in Xenko engine (see here) and afaik, It has been working well for them.       Just a little bit more context for the readers about what Promit implies by "used our code", as one may come to the simplified conclusion that SharpDX is a copy of SlimDX or it "robbed" their code:   When I started to developed the early genuine prototype behind SharpDX (AnyCPU assemblies + full code generation of the API from the DirectX SDK headers instead of handwriting as it was done in SlimDX, more info in this old blog post), I indeed used some of the infrastructure classes and samples developed by SlimDX to boostrap it (e.g things like DataStream, RenderForm, all mathematics classes...etc.).   I then proposed the concept to the SlimDX team but it didn't work well (they wanted to rebuild from the ground up my prototype, I wanted to release it asap and evolve it in smaller steps), so I decided to launch SharpDX in November 2010 (on google code at that time). I have to admit that in the rush of releasing the code + using a tool like ReSharper that was replacing automatically all the License headers in files in bulk mode + my not-enough awareness/carefulness of licensing attributions (my deep apologize for that), the copied code from SlimDX was not giving Licensing attributions.   Promit sent me an email in February 2011 to fix this situation, which I did promptly, as you can verify that files used from SlimDX have the proper licensing since then (for example DataStream.cs), I may have missed some files when I did it, but hope not...   So, to put in perspective, this "used our code" is a very small fraction, measured under < 1% to the total code base of SharpDX.
  2. As @turnpast suggested, the `points` array is on the CPU and won't update anything on GPU side. You need to upload your CPU vertex buffer to GPU using `MapSubresource`, get a pointer to the writeable buffer, stream data to this memory location, then `UnMap` the buffer before drawing anything.
  3. Not exactly sure about your question, but this code was done to optimize the resource bindings so that if you have multiple resources that are consecutive in terms of slots: for example instead of setting a shader resource for each slot 0, 1, 2, 3 we could squash them into a single call 0-3.   The part that is making the slot allocation is actually the one that is complicated, otherwise the code above is pretty standard, though it uses directly pointers (that are setup by the allocator), instead of using plain method like `SetShaderResource(int slot, ShaderResource resource)` in purpose because we wanted to be able to batch/squash multiple consecutive resource bindings.   Hope it clarifies a bit...
  4. Could you try the method d3d11Context.OutputMerger.SetTargets instead? as it is using internally the simpler method that doesn't touch UAV bindings... wondering if the UAV version is correctly working...
  5. Whenever you have a SharpDXException, D3D provides most of the time a debug layer to help you dig into the problem. Follow this post for details.
  6. The message is pretty explicit. Your render target is not compatible with what is expecting D2D.   As you haven't posted the declaration of your render target, it is impossible to make a clear diagnostic, but when you say "my loaded texture2d,", this is suspicious. This must be a texture declared as a render target, not a texture that you load from the disk.
  7.   This was explicitly explained in the link above, item 3) "And check the output log of Visual Studio in the Output Log tab"       You should be able to see your problem with this message.   When you create a buffer view, you need to tell the range of data that is going into the view. In your sample, you don't define this. Check the documentation D3D11_SHADER_RESOURCE_VIEW_DESC , D3D11_BUFFER_SRV doc,  For this Shader Resource View you need to define ElementOffset and ElementWidth but the error message (and documentation) is a bit misleading because they should suggest the number of elements, not the size of a single element, so prefer using ElementCount and FirstElement, like this: var desc = new ShaderResourceViewDescription(); desc.Dimension = ShaderResourceViewDimension.Buffer; desc.Format = SharpDX.DXGI.Format.R32_UInt; desc.Buffer.FirstElement = 0; // same as ElementOffset in error message but more appropriate desc.Buffer.ElementCount = MaximumCount; // same as ElementWidth in error message but more appropriate You will get probably similar error for the declaration of UAV view.
  8. I don't really believe this. Can you copy/paste the full output log of Visual Studio?
  9. Help yourself  "How to debug a SharpDX Exception"
  10.   SharpDX is providing low-level DirectX and a higher level API with the Toolkit. I assume you are talking about the Toolkit, but please in the future, try to give more context.   That being said, I don't know how you are looking at the source code or even you are usually using an API, but the method GraphicsDevice.SetDepthStencilState is well defined.   Also, GraphicsDevice.DepthStencilStates.Default and None provides default states, and can be used like this: GraphicsDevice.SetDepthStencilState(GraphicsDevice.DepthStencilStates.Default); .... GraphicsDevice.SetDepthStencilState(GraphicsDevice.DepthStencilStates.None); It is the same behavior for blend states and rasterizer states.
  11. You need to add it to your csproj like it is done in this sample
  12. If you are using nuget packages and building desktop applications, it will link by default the old DirectX June 2010 runtime. In order to use more recent d3dcompiler_47.dll (deployed on Windows8.x), you need to setup a config variable in your project   If you are referencing manually binaries, simply link against DirectX11_2-net40
  13.   You just need to add this case yes. You can also consider drawing this grid differently long horizontal/vertical lines, and a 4 long lines around to close the board. It all depends on your requirements regarding the grid (if you need to move a single point in the grid not aligned to the others or not)
  14. You are using PrimitiveType.LineStrip which is as stated in the doc `Renders the vertices as a single polyline.` Instead you should use PrimitiveType.LineList which is "Renders the vertices as a list of isolated straight line segments.". You will have to change your points gen also that you have (p0-p1), (p1-p2), (p2-p3)....etc.
  15.   The external refcount on the device when using DebugDevice is normal, as it is the DebugDevice itself that is probably holding these references, so you can't really avoid them. If everything else has external refcount = 0, it can be considered clean.   When you run the device in debug mode (not using DebugDevice), the d3d11 runtime will output automatically a ReportLiveObject() if there is anything suspicious, but unlike DebugDevice, it is not holding anykind of refcounts on the main device, so if all objects are disposed correctly, you should not get any output. Note that the current auto output seems to be broken on on W8.1 (It doesn't print object type....etc.)