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Last 7 days

  • Nov 19, 2009
    issue 579 (Data array parameter of texture constructors) commented on by OnurER   -   Yes friend, I know that. I ask for arrat type data parameter of texture3d constructor. why is it array type ? is it for mipmaps of volume ?
    Yes friend, I know that. I ask for arrat type data parameter of texture3d constructor. why is it array type ? is it for mipmaps of volume ?
  • Nov 19, 2009
    issue 579 (Data array parameter of texture constructors) commented on by josh.petrie   -   You aren't creating a texture array when you use the Texture3D constructor. You're creating a single volume texture. The SDK documentation section on resource types is http://msdn.microsoft.com/en-us/library/ee415746%28VS.85%29.aspx
    You aren't creating a texture array when you use the Texture3D constructor. You're creating a single volume texture. The SDK documentation section on resource types is http://msdn.microsoft.com/en-us/library/ee415746%28VS.85%29.aspx
  • Nov 19, 2009
    issue 579 (Data array parameter of texture constructors) commented on by OnurER   -   this is from the sdk : "There is no concept of a 3D texture array; therefore a 3D texture subresource is a single mipmap level." can you guide me in the sdk to find the section you mention ? which page ? can you give url link from msdn ?
    this is from the sdk : "There is no concept of a 3D texture array; therefore a 3D texture subresource is a single mipmap level." can you guide me in the sdk to find the section you mention ? which page ? can you give url link from msdn ?
  • Nov 19, 2009
    issue 562 (SlimDX.Direct3D9: There seems to be now way to release pixel...) changed by Mike.Popoloski   -   Confirmed that this is an issue.
    Status: Accepted
    Owner: Mike.Popoloski
    Confirmed that this is an issue.
    Status: Accepted
    Owner: Mike.Popoloski
  • Nov 19, 2009
    issue 579 (Data array parameter of texture constructors) changed by Mike.Popoloski   -   From jpetrie: 3D textures can be seen to have array elements in the same fashion that 2D textures can. The SDK documentation has a section explaining the organization of texture resources in memory. Texture3D has a constructor taking a DataBox because DataBox contains volume data, which can be used to construct a volume texture.
    Status: Invalid
    Owner: josh.petrie
    From jpetrie: 3D textures can be seen to have array elements in the same fashion that 2D textures can. The SDK documentation has a section explaining the organization of texture resources in memory. Texture3D has a constructor taking a DataBox because DataBox contains volume data, which can be used to construct a volume texture.
    Status: Invalid
    Owner: josh.petrie
  • Nov 19, 2009
    issue 577 (E_NOINTERFACE from Device1.CreateWithSwapChain) Status changed by Mike.Popoloski   -   Right. Closing.
    Status: Invalid
    Right. Closing.
    Status: Invalid
  • Nov 19, 2009
    issue 579 (Data array parameter of texture constructors) reported by OnurER   -   I assume that every element of array data parameter of texture constructors is each array element of the created texture. so, why is there DataBox array parameter for Texture3D. 3d textures don't have array elements. I wonder if every element of array data parameter includes mipmap elements too ?
    I assume that every element of array data parameter of texture constructors is each array element of the created texture. so, why is there DataBox array parameter for Texture3D. 3d textures don't have array elements. I wonder if every element of array data parameter includes mipmap elements too ?
  • Nov 18, 2009
    issue 574 (TextLayout is missing some methods) commented on by Mike.Popoloski   -   Yes, that's equivalent to a C# property with an automatic getter and setter.
    Yes, that's equivalent to a C# property with an automatic getter and setter.
  • Nov 18, 2009
    issue 574 (TextLayout is missing some methods) commented on by hennequin.frederic   -   I defined my members as following: property float Width; property int Length; property bool CanWrapLineAfter; property bool IsWhitespace; property bool IsNewline; property bool IsSoftHyphen; property bool IsRightToLeft; Is this correct? Because when i it test in .NET C# it returns the correct information.
    I defined my members as following: property float Width; property int Length; property bool CanWrapLineAfter; property bool IsWhitespace; property bool IsNewline; property bool IsSoftHyphen; property bool IsRightToLeft; Is this correct? Because when i it test in .NET C# it returns the correct information.
  • Nov 18, 2009
    issue 574 (TextLayout is missing some methods) commented on by Mike.Popoloski   -   Usually we just leave them out. Just make sure you don't rely on the managed structure having the same byte size then as the native one.
    Usually we just leave them out. Just make sure you don't rely on the managed structure having the same byte size then as the native one.
  • Nov 18, 2009
    issue 574 (TextLayout is missing some methods) commented on by hennequin.frederic   -   I've got a question, do you define members for future use in slimdx? Because DWRITE_CLUSTER_METRICS defines a member padding but its a member for future use. Should i add it to slimdx or ignore it? The structure DWRITE_CLUSTER_METRICS: http://msdn.microsoft.com/en- us/library/dd368054(VS.85).aspx
    I've got a question, do you define members for future use in slimdx? Because DWRITE_CLUSTER_METRICS defines a member padding but its a member for future use. Should i add it to slimdx or ignore it? The structure DWRITE_CLUSTER_METRICS: http://msdn.microsoft.com/en- us/library/dd368054(VS.85).aspx
  • Nov 18, 2009
    issue 574 (TextLayout is missing some methods) commented on by hennequin.frederic   -   Made a change to the property FontCollection -> GetFontCollection because the object needs to be disposed when it's no longer needed. When presenting it as a property dev's may think it gets auto disposed.
    Made a change to the property FontCollection -> GetFontCollection because the object needs to be disposed when it's no longer needed. When presenting it as a property dev's may think it gets auto disposed.
  • Nov 17, 2009
    issue 569 (D2D interop: surface from swap chain) commented on by ryoohki   -   Need to add DXGI.Surface.FromSwapChain
    Need to add DXGI.Surface.FromSwapChain
  • Nov 17, 2009
    issue 578 (SlimDX doesn't have D3D10_REQ) Owner changed by ryoohki   -  
    Owner: Mike.Popoloski
    Owner: Mike.Popoloski
  • Nov 17, 2009
    issue 577 (E_NOINTERFACE from Device1.CreateWithSwapChain) Owner changed by ryoohki   -  
    Owner: Mike.Popoloski
    Owner: Mike.Popoloski
  • Nov 17, 2009
    issue 578 (SlimDX doesn't have D3D10_REQ) reported by OnurER   -   SlimDX doesn't have D3D10_REQ as an Enum type. Am I wrong ?
    SlimDX doesn't have D3D10_REQ as an Enum type. Am I wrong ?
  • Nov 17, 2009
    issue 574 (TextLayout is missing some methods) commented on by hennequin.frederic   -   Hi, I've complete the class TextFormat and tested all the new functionality. Hope you guy's like the code. Added a new value class Trimming which is needed for the method: SetTrimming/GetTrimming. I'm still working on the rest, once i've completed the next class i'll upload it.
    Hi, I've complete the class TextFormat and tested all the new functionality. Hope you guy's like the code. Added a new value class Trimming which is needed for the method: SetTrimming/GetTrimming. I'm still working on the rest, once i've completed the next class i'll upload it.
  • Nov 17, 2009
    issue 577 (E_NOINTERFACE from Device1.CreateWithSwapChain) commented on by OnurER   -   Ok, I see that my card is D10 only.
    Ok, I see that my card is D10 only.

Last 30 days

  • Nov 16, 2009
    issue 562 (SlimDX.Direct3D9: There seems to be now way to release pixel...) commented on by itsmekis...@gmail.com   -   Hi, any comments on this? I don't know how should I fix this problem.
    Hi, any comments on this? I don't know how should I fix this problem.
  • Nov 16, 2009
    r1269 (Updating Effects11 to the latest VS version.) committed by Mike.Popoloski   -   Updating Effects11 to the latest VS version.
    Updating Effects11 to the latest VS version.
  • Nov 15, 2009
    issue 577 (E_NOINTERFACE from Device1.CreateWithSwapChain) reported by OnurER   -   I try to convert MiniTri to D3D 10.1 by modifying these lines : Line 28 : using Device=SlimDX.Direct3D10_1.Device1; Line 51 : Device.CreateWithSwapChain(null, DriverType.Hardware, DeviceCreationFlags.Debug,SlimDX.Direct3D10_1.FeatureLevel.Level_10_1, desc, out device, out swapChain); I am getting E_NOINTERFACE result from Device1.CreateWithSwapChain with FeatureLevel.Level_10_1. does this mean my video adapter doesn't support 10.1 ? but I can run 10.1 samples in the directx august sdk. Any idea ? My OS : Windows 7 x64 Card : Geforce 8700M GT 2xSLI
    I try to convert MiniTri to D3D 10.1 by modifying these lines : Line 28 : using Device=SlimDX.Direct3D10_1.Device1; Line 51 : Device.CreateWithSwapChain(null, DriverType.Hardware, DeviceCreationFlags.Debug,SlimDX.Direct3D10_1.FeatureLevel.Level_10_1, desc, out device, out swapChain); I am getting E_NOINTERFACE result from Device1.CreateWithSwapChain with FeatureLevel.Level_10_1. does this mean my video adapter doesn't support 10.1 ? but I can run 10.1 samples in the directx august sdk. Any idea ? My OS : Windows 7 x64 Card : Geforce 8700M GT 2xSLI
  • Nov 15, 2009
    r1268 (For real this time: deprecating InputLayout constructor in f...) committed by josh.petrie   -   For real this time: deprecating InputLayout constructor in favor of one that organizes parameters nicely.
    For real this time: deprecating InputLayout constructor in favor of one that organizes parameters nicely.
  • Nov 15, 2009
    r1267 (Uh, what? I don't understand what this client is doing. Thos...) committed by josh.petrie   -   Uh, what? I don't understand what this client is doing. Those SVN adds were in the OTHER client entirely. Rolling back.
    Uh, what? I don't understand what this client is doing. Those SVN adds were in the OTHER client entirely. Rolling back.
  • Nov 15, 2009
    r1266 (Deprecating the existing InputLayout ctor for one that is fu...) committed by josh.petrie   -   Deprecating the existing InputLayout ctor for one that is functionality equivalent but better favors inline construction of the input element array.
    Deprecating the existing InputLayout ctor for one that is functionality equivalent but better favors inline construction of the input element array.
  • Nov 14, 2009
    issue 570 (No int vector support) commented on by Guvante   -   Went ahead and implemented SetIntVector and SetFloatVector in a local copy of SlimDX (Both taking arrays of CLR types), here is the patch file if you are interested.
    Went ahead and implemented SetIntVector and SetFloatVector in a local copy of SlimDX (Both taking arrays of CLR types), here is the patch file if you are interested.
  • Nov 13, 2009
    issue 575 (SDK Aug 09 and Redist Aug 09 installers both require DirectX...) commented on by aaron.dandy   -   Yeah it popped up a generic error message when trying to install the Microsoft DirectX Redistributable.
    Yeah it popped up a generic error message when trying to install the Microsoft DirectX Redistributable.
  • Nov 13, 2009
    issue 575 (SDK Aug 09 and Redist Aug 09 installers both require DirectX...) commented on by Mike.Popoloski   -   The actual issue here is that the end user runtimes aren't being installed properly by the SlimDX installer, and the DXSDK installs those for you so the problem goes away.
    The actual issue here is that the end user runtimes aren't being installed properly by the SlimDX installer, and the DXSDK installs those for you so the problem goes away.
  • Nov 13, 2009
    issue 576 (Double memory usage on AudioBuffer/SourceVoice) commented on by feal87   -   Thanks for the clarification, i'll use a DataStream for now.
    Thanks for the clarification, i'll use a DataStream for now.
  • Nov 13, 2009
    issue 576 (Double memory usage on AudioBuffer/SourceVoice) Owner changed by Mike.Popoloski   -   The problem is that the audio data needs to stick around until XAudio2 is done consuming the whole buffer. We might be able to add a method that blocks until all the data has been processed by listening to XAudio2 events. For now, the preferred method of submitting audio data if you have an array is to wrap it in a DataStream, since SlimDX will check for this kind of stream and simply pass the pinned pointer along instead of reading the whole stream again.
    Owner: Mike.Popoloski
    The problem is that the audio data needs to stick around until XAudio2 is done consuming the whole buffer. We might be able to add a method that blocks until all the data has been processed by listening to XAudio2 events. For now, the preferred method of submitting audio data if you have an array is to wrap it in a DataStream, since SlimDX will check for this kind of stream and simply pass the pinned pointer along instead of reading the whole stream again.
    Owner: Mike.Popoloski
  • Nov 13, 2009
    issue 576 (Double memory usage on AudioBuffer/SourceVoice) reported by feal87   -   I've given a read on the source code and in my profiler and it seems that everytime we call the SubmitAudioBuffer on the SourceVoice, we are creating new copies of the sound data(sometimes are musics of 3-4 MB) in memory. There is no way to avoid copying and reusing the same memory/stream passed? It should be A LOT more efficient. (i'm optimizing my engine, and I see that most of the memory are used by the musics (4MB*2 = 8 MB over a 30 MB total game (aka 26% of the memory usage...)) P.S. (i'm not sure, but it seems that it is already done on the DecodedPacketCumulativeBytes in the SubmitAudioBuffer for xWMA files.)
    I've given a read on the source code and in my profiler and it seems that everytime we call the SubmitAudioBuffer on the SourceVoice, we are creating new copies of the sound data(sometimes are musics of 3-4 MB) in memory. There is no way to avoid copying and reusing the same memory/stream passed? It should be A LOT more efficient. (i'm optimizing my engine, and I see that most of the memory are used by the musics (4MB*2 = 8 MB over a 30 MB total game (aka 26% of the memory usage...)) P.S. (i'm not sure, but it seems that it is already done on the DecodedPacketCumulativeBytes in the SubmitAudioBuffer for xWMA files.)
  • Nov 13, 2009
    issue 573 (UpdateSubresource...) Status changed by josh.petrie   -  
    Status: Invalid
    Status: Invalid
  • Nov 12, 2009
    issue 575 (SDK Aug 09 and Redist Aug 09 installers both require DirectX...) reported by aaron.dandy   -   Both SlimDX Aug 09 installers failed on my system until after I had installed Microsoft DirectX SDK August 2009. I am running Windows 7 Ultimate 64 bit. I am in IRC as <dandy>.
    Both SlimDX Aug 09 installers failed on my system until after I had installed Microsoft DirectX SDK August 2009. I am running Windows 7 Ultimate 64 bit. I am in IRC as <dandy>.
  • Nov 12, 2009
    issue 570 (No int vector support) commented on by Guvante   -   Ends up the SetConstantBuffer method is a poor substitute, as each shader will treat the cbuffer differently.
    Ends up the SetConstantBuffer method is a poor substitute, as each shader will treat the cbuffer differently.
  • Nov 12, 2009
    issue 574 (TextLayout is missing some methods) commented on by Mike.Popoloski   -   Sure, you're free to make any changes you want to your local copy. If you upload them here, we'll check them and integrate them into the next release.
    Sure, you're free to make any changes you want to your local copy. If you upload them here, we'll check them and integrate them into the next release.
  • Nov 12, 2009
    issue 574 (TextLayout is missing some methods) commented on by hennequin.frederic   -   Is it okay that i write some of the missing functions, because i need them to complete my thesis? I'll be happy to contribute or post the added code Btw you guys did a fantastic job! SlimDX is awesome!
    Is it okay that i write some of the missing functions, because i need them to complete my thesis? I'll be happy to contribute or post the added code Btw you guys did a fantastic job! SlimDX is awesome!
  • Nov 12, 2009
    issue 574 (TextLayout is missing some methods) changed by Mike.Popoloski   -   Direct2D should be complete as far as I know, but DirectWrite still is missing a fair bit.
    Status: Accepted
    Owner: Mike.Popoloski
    Direct2D should be complete as far as I know, but DirectWrite still is missing a fair bit.
    Status: Accepted
    Owner: Mike.Popoloski
  • Nov 12, 2009
    issue 574 (TextLayout is missing some methods) commented on by promit.roy   -   Yes, it's recommended that you use SVN for the new APIs, as these still need a fair bit of work.
    Yes, it's recommended that you use SVN for the new APIs, as these still need a fair bit of work.
  • Nov 12, 2009
    issue 574 (TextLayout is missing some methods) reported by hennequin.frederic   -   Hi I'm using the August 2009 version of SlimDX and wanted to reproduce the PadWrite sample but found that TextLayout is missing some methods. PadWrite sample link: http://msdn.microsoft.com/en-us/library/dd941792 (VS.85).aspx The following link descripes the interface IDWriteTextLayout: http://msdn.microsoft.com/en-us/library/dd316718(VS.85).aspx Are there more classes in SlimDX that aren't complete? Should i code those missing methods myself from a copy of svn? Because i'll be using the Direct2D and DirectWrite for my thesis. Thx, Frédéric Hennequin
    Hi I'm using the August 2009 version of SlimDX and wanted to reproduce the PadWrite sample but found that TextLayout is missing some methods. PadWrite sample link: http://msdn.microsoft.com/en-us/library/dd941792 (VS.85).aspx The following link descripes the interface IDWriteTextLayout: http://msdn.microsoft.com/en-us/library/dd316718(VS.85).aspx Are there more classes in SlimDX that aren't complete? Should i code those missing methods myself from a copy of svn? Because i'll be using the Direct2D and DirectWrite for my thesis. Thx, Frédéric Hennequin
  • Nov 12, 2009
    issue 573 (UpdateSubresource...) commented on by feal87   -   As for DX9, i really don't know why in that case it didn't crash, cause the problem was there too...
    As for DX9, i really don't know why in that case it didn't crash, cause the problem was there too...
  • Nov 12, 2009
    issue 573 (UpdateSubresource...) commented on by feal87   -   Ok, while stripping down i've found out the problem (i got to 5000 rows XD). I'm a total idiot. I learned a lesson today. Sorry for all the time I've maked you lose. :( The problem was not in my engine, neither in SlimDX. In the game I was executing the update of the texture from the UPDATE TASK while the only thread that should do DirectX calls is the DRAW TASK. (i put the UpdateMap() in the wrong function and never cared or noticed it. XD) I have to add in the future a check to avoid this kind of problem, they get pretty strange to debug... Thanks and sorry again. :(
    Ok, while stripping down i've found out the problem (i got to 5000 rows XD). I'm a total idiot. I learned a lesson today. Sorry for all the time I've maked you lose. :( The problem was not in my engine, neither in SlimDX. In the game I was executing the update of the texture from the UPDATE TASK while the only thread that should do DirectX calls is the DRAW TASK. (i put the UpdateMap() in the wrong function and never cared or noticed it. XD) I have to add in the future a check to avoid this kind of problem, they get pretty strange to debug... Thanks and sorry again. :(
  • Nov 12, 2009
    issue 573 (UpdateSubresource...) commented on by feal87   -   I'll try to make a ultra strip-down of the 50K lines engine i've created to reproduce the issue for you. (I'm now to 12K lines. fortunately the pacman does not use 3D meshes XD) Where can i send it? (i prefer not to make it public :P)
    I'll try to make a ultra strip-down of the 50K lines engine i've created to reproduce the issue for you. (I'm now to 12K lines. fortunately the pacman does not use 3D meshes XD) Where can i send it? (i prefer not to make it public :P)
  • Nov 11, 2009
    issue 573 (UpdateSubresource...) Status changed by josh.petrie   -  
    Status: Accepted
    Status: Accepted
  • Nov 11, 2009
    r1265 (Added text rendering support. Made dynamic primitive buffer ...) committed by josh.petrie   -   Added text rendering support. Made dynamic primitive buffer generic.
    Added text rendering support. Made dynamic primitive buffer generic.
  • Nov 11, 2009
    issue 572 (ResourceView needs GetResource method in D3D 10) Status changed by josh.petrie   -   Added the Resource property.
    Status: Fixed
    Added the Resource property.
    Status: Fixed
  • Nov 11, 2009
    r1264 (Adding Resource property to ResourceView in D3D10.) committed by josh.petrie   -   Adding Resource property to ResourceView in D3D10.
    Adding Resource property to ResourceView in D3D10.
  • Nov 11, 2009
    issue 573 (UpdateSubresource...) commented on by josh.petrie   -   It's valid to move/delete the memory passed to UpdateSubresource after the call returns, so memory management shouldn't be an issue. Can you mail me a buildable project that reproduces this?
    It's valid to move/delete the memory passed to UpdateSubresource after the call returns, so memory management shouldn't be an issue. Can you mail me a buildable project that reproduces this?
  • Nov 11, 2009
    issue 573 (UpdateSubresource...) commented on by feal87   -   You forgot about reopening... Anyway i've investigated further : 1) It seems that crash only on SlimDX code (on a random device call). Never on my managed code with that exception. 2) It seems that if i put a "When Hit" breakpoint on the code via visual studio and try to run the game the crash does not appear anymore on WARP, but still appear (but later) in hardware. I was thinking about the DataStream. The UpdateSubresource copy immediately the data from the position passed to its own memory? (in case the GC was collecting the data before its used by DirectX causing a problem...)
    You forgot about reopening... Anyway i've investigated further : 1) It seems that crash only on SlimDX code (on a random device call). Never on my managed code with that exception. 2) It seems that if i put a "When Hit" breakpoint on the code via visual studio and try to run the game the crash does not appear anymore on WARP, but still appear (but later) in hardware. I was thinking about the DataStream. The UpdateSubresource copy immediately the data from the position passed to its own memory? (in case the GC was collecting the data before its used by DirectX causing a problem...)
  • Nov 11, 2009
    issue 573 (UpdateSubresource...) commented on by promit.roy   -   Reopened for the time being.
    Reopened for the time being.
  • Nov 11, 2009
    issue 573 (UpdateSubresource...) commented on by feal87   -   In the meantime i'll try to change that updatesubresource with a Map/Unmap...
    In the meantime i'll try to change that updatesubresource with a Map/Unmap...
  • Nov 11, 2009
    issue 573 (UpdateSubresource...) commented on by feal87   -   ok i've investigated and now i can explain better the problem so you can reopen the ticket if you feel it can be a SlimDX problem. (i really doubt its my code) : The game is a pacman, i've divided the level in 25x25 cells drawed as a single texture. When a change occur in one of those cells (pacman eat something), that part of the texture is updated. Cause sometimes bonus can appear in the game, the update of the texture is managed with a List<Point> where the system have to update. I thought it was a problem of synchronization there, but even using lock() on the list to prevent strange things has not changed the problem, after some update the game crash with AccessViolationException, the cause of it is that UpdateSubResource. What do you think?
    ok i've investigated and now i can explain better the problem so you can reopen the ticket if you feel it can be a SlimDX problem. (i really doubt its my code) : The game is a pacman, i've divided the level in 25x25 cells drawed as a single texture. When a change occur in one of those cells (pacman eat something), that part of the texture is updated. Cause sometimes bonus can appear in the game, the update of the texture is managed with a List<Point> where the system have to update. I thought it was a problem of synchronization there, but even using lock() on the list to prevent strange things has not changed the problem, after some update the game crash with AccessViolationException, the cause of it is that UpdateSubResource. What do you think?
 
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