ECToo / slimdx

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Acquiring a D3D11 KeyedMutex in Wpf interop scenario causes rendering issues #812

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
I have a full description here:
http://www.gamedev.net/topic/606138-slimdx-issues-with-keyedmutex-and-wpf/

Basically, I ported the WpfSample10 to use DX11, created a new texture with the 
KeyedMutex option flag. Every frame, I acquire and release the mutex on 0 (both 
calls succeed) and then render the frame. Doing this causes the graphics device 
to successfully render roughly 50% of the frames.

Original issue reported on code.google.com by jesse.p....@gmail.com on 13 Jul 2011 at 1:33

GoogleCodeExporter commented 9 years ago
Moving the Acquire/Release pair before the Clear() calls or after the Draw() 
calls seems to fix the problem. I'm not entirely sure why that is though. 

I don't, however, think that this has anything to do with SlimDX directly. 
You're better off asking someone with experience doing this in D3D native.

Original comment by Mike.Popoloski on 15 Jul 2011 at 1:29

GoogleCodeExporter commented 9 years ago
I'd try posting to the DIRECTXDEV mailing list; someone on there should know 
how to actually use them. I know that Chuck Walbourn, head of the DX team, 
subscribes to that list.

Original comment by Mike.Popoloski on 15 Jul 2011 at 3:34