Graphics Reference
In-Depth Information
If you then drag the window so that it sits between your two displays, the result will look
something like the following screenshot. Any portion that sits outside of the designated
output will not be rendered and appear black.
Result of restricting output to the first screen
See also
F IDXGIFactory2 documentation on MSDN can be found at
http://msdn.microsoft.com/en-us/library/windows/desktop/
hh404556(v=vs.85).aspx .
F Refer Chapter 11 , Integrating Direct3D with XAML and Windows 8.1 , for more
details on creating a device and swap chain for Direct3D 11.2 on Windows 8.1
and Windows Store apps.
Debugging your Direct3D application
Debugging the Direct3D pipeline can be a difficult task at times. There are so many
elements that are impacting upon the result that pinpointing the cause of an issue
can take some work and ingenuity.
This recipe will show you how to get your project ready for debugging, set up object
tracking, and show you how to start the Visual Studio 2012 Graphics Debugger in
managed applications.
First it is worth taking a look at a number of areas of Direct3D that require different
techniques for debugging:
F Debugging Direct3D errors: Direct3D errors such as the parameter being incorrect
or invalid can be diagnosed with the help of enabling the Direct3D debug layer by
passing the DeviceCreationFlags.Debug flag during device creation. When the
debug layer is enabled, the Direct3D API will send additional details to the debug
output window about any errors that occur. There are four classes of messages,
the first two CORRUPTION and ERROR are problems that require addressing, while
WARNING and INFO messages may or may not require programmer intervention.
 
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