microsoft / microsoft/DirectX-Graphics-Samples
Missing a sample Direct3D 12 on Windows 7 + Direct2D Interop (D3D1211On12On7)
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- Dominant language
- C++
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Description
Request.
It's trivial to figure out the way because ID3D12CommandQueueDownLevel presents a backbuffer to a window directly. Calling ID3D12CommandQueue.ExecuteCommandLists (to emulate D3D1211On7 sample) simply fails with"Debug Output:
D3D12: Removing Device" (if you had succesfully created DxgiSurfaceRenderTarget before).
I got working empty window filled with some color, on Windows 7, but no idea how to draw DirectWrite/Direct2D now.
All attempts results in a crash inside either d3d11.dll or d2d1.dll right away on calling EndDraw of constructed ID2D1RenderTarget. Amount of rearrangements of AcquireWrapperResource, Formats, ResourceBarriers flags, BeginDraw and End Draw in the code i've tried are numbered a half of hundred, which all failed. What's the trick?
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Research direction
Start by comparing the requested Windows 7 Direct3D 12 sample with the existing D3D1211On7 sample and reproduce the failure around ID3D12CommandQueue.ExecuteCommandLists, AcquireWrapperResource, and ID2D1RenderTarget::EndDraw. Investigate the Direct2D/DirectWrite interop path and device-removal or crash behavior. Done means a working sample that draws Direct2D or DirectWrite content through the requested D3D1211On12On7 interop.
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Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, operating-systems
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100