d3dimage

Remote desktop behavior with 3D3 Device and RDP window minimize

微笑、不失礼 提交于 2021-02-08 03:54:12
问题 In our C# WPF we use a 3rd party (unmanaged) library that display a map. We use the System.Windows.Interop.D3DImage class. The 3rd party library uses Direct3D for the the IntPtr32 surface location property. When i open a remote desktop from another computer and trying to view the WPF Client, we see the map. Once the WPF UI Client is up, and I minimize the RDP session or close the RDP i will get exception: Direct3D device is lost From my experience with video streaming applications, When a

Remote desktop behavior with 3D3 Device and RDP window minimize

对着背影说爱祢 提交于 2021-02-08 03:52:20
问题 In our C# WPF we use a 3rd party (unmanaged) library that display a map. We use the System.Windows.Interop.D3DImage class. The 3rd party library uses Direct3D for the the IntPtr32 surface location property. When i open a remote desktop from another computer and trying to view the WPF Client, we see the map. Once the WPF UI Client is up, and I minimize the RDP session or close the RDP i will get exception: Direct3D device is lost From my experience with video streaming applications, When a

Remote desktop behavior with 3D3 Device and RDP window minimize

这一生的挚爱 提交于 2021-02-08 03:50:20
问题 In our C# WPF we use a 3rd party (unmanaged) library that display a map. We use the System.Windows.Interop.D3DImage class. The 3rd party library uses Direct3D for the the IntPtr32 surface location property. When i open a remote desktop from another computer and trying to view the WPF Client, we see the map. Once the WPF UI Client is up, and I minimize the RDP session or close the RDP i will get exception: Direct3D device is lost From my experience with video streaming applications, When a

Rendered texture is transparent in DirectX 11

本小妞迷上赌 提交于 2019-12-25 01:27:07
问题 I am rendering H264 video frames from an IP camera which are decoded into BGRA32 pixel format via DirectX 11 and SharpDx in WPF via D3DImage control. After lot of research and looking at various samples and examples I have managed to get it finally got it to render H264 frames with DirectX 11 My current setup involves setting setting up vertex shader and pixel shader as below: var device = this.Device; var context = device.ImmediateContext; // Compile Vertex and Pixel shaders

D3DImage and SharpDX flickering on slow hardware

浪子不回头ぞ 提交于 2019-12-21 05:16:18
问题 I am using the SharpDX.WPF project for the WPF abilities, it seems like an easy to understand low-overhead library, compared to the Toolkit that comes with SharpDX (which has the same issue!) First: I fixed the SharpDX.WPF project for the latest SharpDX using the following: https://stackoverflow.com/a/19791534/442833 Then I made the following hacky adjustment to DXElement.cs, a solution that was also done here: private Query queryForCompletion; public void Render() { if (Renderer == null ||

Is it possible to use OpenGL ES code with a WPF application via a D3DImage and ANGLE?

大憨熊 提交于 2019-12-20 10:05:28
问题 Summary (TL:DR version) Ultimately our goal is to be able to utilize OpenGL ES code in a WPF application natively (i.e. not SharpGL, etc.) and without Airspace or driver issues, possible using Google's ANGLE project. Background: One of the things I like about OpenGL over DirectX is its cross-platform capability. It has excellent support on both OS X and Linux, and also on Android and iOS via ES. However, on Windows, using it is marred with driver issues, or worse, a lot of cards simply don't

Multisampling and Direct3D10 / D3DImage interop

依然范特西╮ 提交于 2019-12-11 13:24:28
问题 I'm trying to implement a renderengine using Direct3D 10 (SlimDX) and WPF. I create my device and rendertargetview with the right MultiSample parameters ( 1,0 / 2,0 and 4,0 are working) this.multiSamplingDescription = new SampleDescription(sampleCount, qualityLevel - 1); // 4,1 Texture2DDescription colordesc = new Texture2DDescription(); colordesc.BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource; colordesc.Format = this.renderTargetViewFormat; // Format.B8G8R8A8_UNorm colordesc

D3DImage and SharpDX flickering on slow hardware

别来无恙 提交于 2019-12-03 16:53:31
I am using the SharpDX.WPF project for the WPF abilities, it seems like an easy to understand low-overhead library, compared to the Toolkit that comes with SharpDX (which has the same issue!) First: I fixed the SharpDX.WPF project for the latest SharpDX using the following: https://stackoverflow.com/a/19791534/442833 Then I made the following hacky adjustment to DXElement.cs, a solution that was also done here : private Query queryForCompletion; public void Render() { if (Renderer == null || IsInDesignMode) return; var test = Renderer as D3D11; if (queryForCompletion == null) {

Is it possible to use OpenGL ES code with a WPF application via a D3DImage and ANGLE?

馋奶兔 提交于 2019-12-02 21:08:09
Summary (TL:DR version) Ultimately our goal is to be able to utilize OpenGL ES code in a WPF application natively (i.e. not SharpGL, etc.) and without Airspace or driver issues, possible using Google's ANGLE project. Background: One of the things I like about OpenGL over DirectX is its cross-platform capability. It has excellent support on both OS X and Linux, and also on Android and iOS via ES. However, on Windows, using it is marred with driver issues, or worse, a lot of cards simply don't implement it properly. Enter Google's ANGLE project , or Almost-Native-Graphics-Layer-Engine. ANGLE is