Questions tagged [direct3d10]

Version 10 of Microsoft's API for 3D Graphics at the heart of DirectX 10. It was introduced with Windows 7. For Direct3D questions related to windows 10, use the more recent Direct3d12.

Direct3D is Microsoft's API for the rendering of 2D and 3D Graphics within the DirectX.

Direct3D10 corresponds to the version 10 introduced with Windows 7. Windows XP does not support it.

Originally called WGF 2.0 (Windows Graphics Foundation 2.0), then DirectX 10 and DirectX Next, Direct3D 10 features an updated shader model 4.0 and optional interruptibility for shader programs. In this model shaders still consist of fixed stages as on previous versions, but all stages support a nearly unified interface, as well as a unified access paradigm for resources such as textures and shader constants. The language itself has been extended to be more expressive, including integer operations, a greatly increased instruction count, and more C-like language constructs. In addition to the previously available vertex and pixel shader stages, the API includes a geometry shader stage that breaks the old model of one vertex in/one vertex out, to allow geometry to actually be generated from within a shader, allowing for complex geometry to be generated entirely on the graphics hardware.

See also:

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OpenGL/D3D: How do I get a screen grab of a game running full screen in Windows?

Suppose I have an OpenGL game running full screen (Left 4 Dead 2). I'd like to programmatically get a screen grab of it and then write it to a video file. I've tried GDI, D3D, and OpenGL methods (eg glReadPixels) and either receive a blank screen…
Theodore Baxley
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Detecting memory leaks on Ref-counted COM objects (Addref without Release)

I'm writing a Direct3D 10 application and want to make sure I don't have COM objects leaking. Yes, I am wrapping the interfaces with CComPtr, but I'd like a leak check anyway for the same reason I still use an ordinary heap allocation leak detector…
Jeff Linahan
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Direct3D 10 vsync issue in window mode with DWM disabled

I've got a problem with vsync on Direct3D 10 in window mode with DWM disabled. We have an application, that render and present some output. It have to work in window mode and it have to produce stable 60 fps minimum. One version of application is…
nicolausYes
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How do I rework an existing Direct2D-based library to function accessed from multiple threads at once?

I am using an existing graphics library, one implementation of which uses Direct2D. (It can also use GDI+, Quartz, etc.) It has bitmap objects, pens, brushes etc, all implemented as wrapper code around Direct2D objects. The library is closed source…
David
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Problems with creating a DirectX 10 device and swap chain

I am having some problems with creating a valid DirectX 10 device and swap chain using D3D10CreateDeviceAndSwapChain. I think it might be my window creation that something goes wrong in since it says that the OutputWindow in the supplied…
SorenA
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direct3D 10 & 11

Is there a big difference (in the way of coding, ...) between the direct3d sdk 10 and 11, like "it was" between direct3d 9 and 10 ? Thank you
Arslan
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nvapi use of NvAPI_Stereo_SetDriverMode in d3d10

I'm currently trying to set nvapi to work in a direct mode with the function NvAPI_Stereo_SetDriverMode. According to Nvidia nvapi site (in the manual), if you would like to make a direct3d implementation you need to initialize nvpai , then set…
Alon Samuel
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DirectX Architecture Resources

Can anybody please please post links to DX Driver architecture which covers topics like block manager etc etc. Hell lot of google search but i am not satisfied with what i get from google. nvidia specific resources preferred. MSDN also seems to…
Abhinav
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How to draw a bitmap to Direct3D backbuffer more efficiently?

As far I know, with Direct3D 10 there are 2 ways to draw a bitmap on to the back-buffer: lock the back-buffer's surface, copy the bitmap to the surface, unlock the surface. lock a texture, copy the bitmap to the texture, unlock the texture, and let…
BlueWanderer
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ID3D10Device::RSSetState to be called every frame?

I am trying to create a ID3D10RasterizerState with direct3D10, and then call ID3D10Device::RSSetState() with the proper information. However, whenever the window get rescaled, or when the app goes fullscreen, the rasterizerstate seems to reset to…
xcrypt
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Direct3D10: No 32bit ARGB format?

Im starting to add d3d10 support to go along with my existing d3d9 graphics backend. The problem is all the existing code (in several applications...) uses ARGB formatted colours however I couldnt find a format mode that matches for d3d10. Does…
Fire Lancer
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Direct3D9ex and Direct3D10 resource sharing

It is possible, with the Direct3D9ex, to share resources between devices. Is it also possible to use those shared resources with Direct3D10 devices?
Rod
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D3D10 HLSL: How do I bind a texture to a global Texture2D via reflection?

Ok so assuming I have, somewhere in my shader, a statement as follows (Note I am enabling legacy support to share shaders between DX9 and DX10): Texture2D DiffuseMap; I can compile up the shader with no problems but I'm at a slight loss as to how…
Goz
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Cooresponding CopyResource method in D3D9

I know it's easy to copy vertex/index buffer in D3D10 with IDirect3D10::CopyResource(...) interface. How to do the same work in D3D9? Is there any similar API for this?
Buzz
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Should I reuse the same constant buffer in multiple shader stages?

For example, instead of: VertexShader.hlsl cbuffer VSPerInstance : register(b0){ matrix World, View, Projection; }; PixelShader.hlsl cbuffer PSPerInstance : register(b0){ float4 AmbientColor; float4 DiffuseColor; float4…
Sol Sol
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