Here is what I am currently trying:
1) Create a D3D11 and D3D10.1 device
2) Query buffer 0 out of the D3D11 swap chain as an IDXGISurface
3) Call GetSharedHandle on the surface
...
Step 3 is failing with error DXGI_ERROR_NOT_FOUND. I made sure to use
the DXGI_USAGE_SHARED flag when creating my swap chain. Am I missing
a step?
Thanks,
Seth
Hopefully there will be a d2d1 soon which is compatible with d3d11.
Why do you need the shared handle for D2D interop?
I thought you just needed the IDXGISurface interface?
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That's what I thought at first as well, but the
CreateDxgiSurfaceRenderTarget call fails on the D3D11 IDXGISurface I
am providing it.
Although not ideal, I am going to render what I can into a shared
texture and blend the texture onto my backbuffer as a temporary
workaround.
Thanks,
Seth
Hexadecimal <hex...@gmail.com> spake the secret code
<16c13218-5ec7-42da...@l2g2000yqd.googlegroups.com> thusly:
>That's what I thought at first as well, but the
>CreateDxgiSurfaceRenderTarget call fails on the D3D11 IDXGISurface I
>am providing it.
What does the debug layer say on your D3D11 device? Anything?
I get the impression that D2D is designed to work with D3D10. They
don't mention anything about D3D11 in the docs. Have you tried filing
a bug on connect.microsoft.com?