With Windows 7 probably going to RTM next October (and DirectX 11 with it), would it be worth waiting for DirectX 11's explicit GPGPU features, meaning it will be cross-platform (ATI/Nvidia, not Windows/Linux/Mac/Whatever); or should I create a CUDA application now?
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Anyone know any DirectX 11 programming books that have been printed already? or there will be soon? I'd like to buy one or preorder but haven't found one anywhere ...
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I read the following in the DirectX 10 documentation:
"Legacy hardware capability bits (caps) have been removed in favor of a rich set of guaranteed functionality, which targets Direct3D 10-class hardware (minimum)."
"Removal of CAPS bits - Direct3D 10's base feature set is guaranteed."
Where do I find a list of the "guaranteed functi...
I am trying some experiments in fractal rendering with DirectX11 Compute Shaders.
The provided example runs on a FeatureLevel_10 device.
My RwStructured output buffer has a data format of R32G32B32A32_FLOAT
The problem is that when writing to the buffer, it seems that only the ALPHA ( w ) value gets written nothing else....
Here is th...
I've started using DirectX 11 Compute Shader technology for GP-GPU programming. I had written quite a complex program on HLSL and when I wanted to debug it, I realized that PIX utility from DX SDK August 2009 does not support Compute Shaders... I know that Nvidia is going to release Nexus for Visual Studio, which will support Direct Comp...
DirectX SDK Febuary 2010 download page has information about new features, including improvements in PIX with support of compute shaders analysis:
PIX has much-improved support for
analysis of programs that use Direct3D
11 features, including compute
shaders, tessellation, and dynamic
shader class linkage.
I was interested...
So far the only tutorials I've been able to find are on directx11tutorials.com, which are essentially inferred from the existing samples. Does anyone know where to find other tutorials, or better yet open source projects using DirectX 11? (Extra points for project code using DirectX 11 :) )
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I am wanting to write to a texture from my directX 11 compute shader. However I have no idea how to display this onto the screen nor am I sure what sort of buffer I should be using to do this.
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I am installing my in-house filters (audio codecs DMO) on a windows 7 machine (on XP this does not happen).
Installation is MSI and registration of the filters is done using the MSI registry table (MSI is WIX).
After installing, I cannot playback any file that requires one of the installed filters.
When trying to render in graphedit, I ...
So, I started programming in DirectX11 today, I've had a lot experience with coding, but not specifically DirectX, so I went and look at some tutorials. All was going swell, I could initialize a window, set a background color, but then as soon as I tried to define a shader and draw an object, it just crashes on load. This code is extreme...
Can you render NURBS on the GPU with DirectX 11? I've been reading up on current trends to rendering surfaces like these, but I don't see anything on NURBS.
I found some related references, but nothing solid... like "Approximating Catmull-Clark Subdivision Surfaces with Bicubic Patches" by Charles Loop and Scott Schaefer.
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I am currently trying to get used to the DirectX API and I am wondering what is the usual approach to render a sprite in DirectX 11 (e.g. for a tetris clone).
Is there a simmilar interface as ID3DX10Sprite, and if not, which would be the usual method to draw sprites in DirectX 11?
Edit: Here is the HLSL code that worked for me (the com...
Is it possible to apply a filter to the geometry data that is to be rendered using Compute Shader and then use the result as an input buffer in the Vertex Shader? That would save me the trouble (&time) of reading back the data.
Any help is much appreciated.
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