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Old 07 October 2017, 15:36   #23
Dr.Venom
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Join Date: Jul 2008
Location: Netherlands
Posts: 485
Quote:
Originally Posted by Toni Wilen View Post
Direct3D migration instructions are not really relevant because shaders can't be compatible with D3D10+ anyway -> D3D11+ support can be made from scratch, there is nothing useful to migrate. (Or perhaps it is possible to use d3d9 to render to texture and then copy the texture to DXGI surface but performance probably isn't optimal..
While looking for some other information I came across a post that may be relevant for the DX11 topic:

Direct3D 11 missing GetRasterStatus, how do I detect the vertical blank period?

The answer links to these pages, not sure but maybe it's of help somewhere down the line..

DwmGetCompositionTimingInfo function
DWM_TIMING_INFO structure
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