Author Topic: 64-bit DirectX 11 - Part 2 - Text, Sphere  (Read 9129 times)

felipe

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #30 on: September 22, 2020, 12:01:36 AM »
Hi caché gb, thanks for your reply with code to test. i did the copy paste changes provided for you. apart from changing this as you suggested:
Code: [Select]
D3D_FEATURE_LEVEL_11_1  EQU 0B100h
i changed null by NULL and all assembled well.
After that i tested the "new" program and it showed the same error. I checked the value in the local variable feature as you indicated and the value (after the call to D3D11CreateDeviceAndSwapChain) was 0A000h.
so if you are right about this statement:
Quote
then your gfx is running DX11 'on' DX10 and you can access all the, wait for it Common COM Components...Things for DX11 only, like Hardware Tessellation will BREAK.
Also Shader Modal 5 is a no no. Use 4.0 or 4.1 instead.

i guess this means that my graphics card has full support for dx10. but my question is: the support for dx11 is none or just limited to the more basic stuffs?
 Thanks a lot for your help and time.  :thumbsup:

Caché GB

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #31 on: September 22, 2020, 03:56:29 AM »
Hi felipe, all good.

"your gfx is running DX11 'on' DX10" - Caché GB

Did I say that?

Just goes to show I should refrain from posting in the
forum while Dr. Bell's is conducting a home consultation.

Re Reply #11, #20

From Google

How to determine the version of DirectX by using the DirectX Diagnostic Tool
1. Click Start, and then click Run.
2. Type dxdiag, and then click OK.
3. On the System tab, note the version of DirectX that is displayed on the DirectX Version line.


Solving felipe's graphics card problems telepathically.  Level - ???


I've gone through AW's code for you (reminds me of "Pair Programming")

https://www.youtube.com/watch?v=hc7jHnH5ijE

and noticed a potential problem.

In the DXGI.inc file, line 224, is the define for the DXGI_SWAP_CHAIN_DESC STRUCT.

Make it QWORD aligned like this

DXGI_SWAP_CHAIN_DESC STRUCT QWORD
  BufferDesc DXGI_MODE_DESC <>
  SampleDesc DXGI_SAMPLE_DESC <>
  ...

Yes, that it, align it to QWORD.


Talking about qWord, where is he. O'well probably got hijacked by blond twins.
Caché GB's 1 and 0-nly language:MASM

daydreamer

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #32 on: September 22, 2020, 05:16:08 AM »
so if you are right about this statement:
Quote
then your gfx is running DX11 'on' DX10 and you can access all the, wait for it Common COM Components...Things for DX11 only, like Hardware Tessellation will BREAK.
Also Shader Modal 5 is a no no. Use 4.0 or 4.1 instead.

i guess this means that my graphics card has full support for dx10. but my question is: the support for dx11 is none or just limited to the more basic stuffs?
 Thanks a lot for your help and time.  :thumbsup:
maybe this explains whats different caps between the different dx versions
https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-intro
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felipe

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #33 on: September 22, 2020, 06:24:36 AM »
I changed the struct aligment in the dxinc file, but the program shows the same error.

I've gone through AW's code for you (reminds me of "Pair Programming")

https://www.youtube.com/watch?v=hc7jHnH5ijE

Althought this video is funny, what do you mean by this? are you hinting that i'm a complete useless programmer? please don't feel any kind of pressure with this, noone is forcing you to help in any kind of way. i really don't have the time to dedicate to this problem for now, so don't you worry if i can't solve the problem. anyway is just a "demo" program.  :icon_idea:

Caché GB

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #34 on: September 22, 2020, 07:12:16 AM »
No felipe, I think you are great programmer and I give my help willingly.

I was having a dig at AW's code because he does that to other members.
Maybe a bit Geeky of me since his acc. is deleted and he can't respond.
Caché GB's 1 and 0-nly language:MASM

felipe

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #35 on: September 22, 2020, 07:49:09 AM »
ok caché gb, sorry. thanks a lot by the way.  :thup:
Quote
his acc. is deleted
didn't know that. was "auto-deleted" or "admin-deleted"?
just curious hutch  :bgrin:

felipe

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #36 on: September 22, 2020, 07:50:59 AM »
by the way, that ex-google guy from youtube has some funny videos  :tongue:. thanks for the tip caché gb  :azn: