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About vivek.soni

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  1. Hi guys... i am following microsofts directx11on12 example to create a direct2d component and draw a circle and text... so far i am able to draw circle and text ... but my FPS is now capped at 60 fps.... earlier it was 400 fps... so how to disable vsync in Direct2d ... i cant even set rendertarget present flags to D2D1_PRESENT_OPTIONS_IMMEDIATELY as i am creating a rendertarget like this... // Query the desktop's dpi settings, which will be used to create // D2D's render targets. float dpiX; float dpiY; m_d2dFactory->GetDesktopDpi(&dpiX, &dpiY); D2D1_BITMAP_PROPERTIES1 bitmapProperties = D2D1::BitmapProperties1( D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW, D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED), dpiX, dpiY ); for (int i = 0; i < MAX_BUFFERED_FRAMES; i++) { // Create a wrapped 11On12 resource of this back buffer. Since we are // rendering all D3D12 content first and then all D2D content, we specify // the In resource state as RENDER_TARGET - because D3D12 will have last // used it in this state - and the Out resource state as PRESENT. When // ReleaseWrappedResources() is called on the 11On12 device, the resource // will be transitioned to the PRESENT state. D3D11_RESOURCE_FLAGS d3d11Flags = { D3D11_BIND_RENDER_TARGET }; hr = m_device11on12->CreateWrappedResource( backBufferRenderTarget, &d3d11Flags, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT, IID_PPV_ARGS(&m_wrappedBackBuffers) ); if (FAILED(hr)) { return false; } // Create a render target for D2D to draw directly to this back buffer. IDXGISurface* surface; hr = m_wrappedBackBuffers->QueryInterface(&surface); if (FAILED(hr)) { return false; } hr = m_d2dDeviceContext->CreateBitmapFromDxgiSurface( surface, &bitmapProperties, &m_d2dRenderTargets ); if (FAILED(hr)) { return false; } } https://github.com/microsoft/DirectX-Graphics-Samples/tree/master/Samples/UWP/D3D1211On12
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