Finally, a DirectX 10 video driver for Irrlicht

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Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

D3D11 driver is available in shader-pipeline branch.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
robmar
Posts: 1125
Joined: Sun Aug 14, 2011 11:30 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

So is there one link where I can download Irrlich x.x + D3D11?
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

http://sourceforge.net/p/irrlicht/code/ ... -pipeline/
You can 'download snapshot' from above link.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
robmar
Posts: 1125
Joined: Sun Aug 14, 2011 11:30 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

Okay thanks, so the snapshot is the whole package, will give it a go!
AReichl
Posts: 270
Joined: Wed Jul 13, 2011 2:34 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by AReichl »

Peeeeerfect!
I still cannot compile shader-pipeline with mingw (unless of course i disable DirectX11).
It's no problem of yours, Nadro; i only mention it.
I found some solutions for DirectX11 and gcc/mingw, but they don't work for me, even
if i follow every step to the letter.
Anyone any ideas?
Granyte
Posts: 850
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

Wait you guys integrated the dropbox files I posted in the svn?
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

Do you mean files uploaded by you on dropbox? Changes available in those files are integrated partially.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Granyte
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Contact:

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

oh that's cool I didn't expect this to be integrated until I cleaned it up I'll try to catch up to the lasts rev this week end and split the remaining changes in clean patches
airc
Posts: 25
Joined: Wed Jan 08, 2014 8:17 am

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by airc »

i successfully built it with tdm-gcc 4.7.2 , but after some modifications of both irrlich and dx11 headers
when i have time , i'll collect the steps and put it here
AReichl
Posts: 270
Joined: Wed Jul 13, 2011 2:34 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by AReichl »

I use "mingw-64" (64 is only the name, they also have 32 bit).
URL=http://sourceforge.net/projects/mingw-w ... gw-builds/
The "distribution" contains DirectX11 headers/libs, but probably not totally compatible with the Microsoft files or what Nadro uses.
If i include the Microsoft headers, it's even worse.
So yes please collect your steps and put them here.
robmar
Posts: 1125
Joined: Sun Aug 14, 2011 11:30 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

OMG, before Irrlicht dies a complete death, can we get this together?
airc
Posts: 25
Joined: Wed Jan 08, 2014 8:17 am

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by airc »

well , in order to get irrlicht+dx11 compiled with gcc you have to :
1 - download DXSDK_Jun10 , install it
2 - define its include and lib directory to CodeBlocks
3 - create gcc_d3d11.h , and fill it with :

#define __in
#define __out
#define __inout
#define __in_bcount(x)
#define __out_bcount(x)
#define __in_ecount(x)
#define __out_ecount(x)
#define __in_ecount_opt(x)
#define __out_ecount_opt(x)
#define __in_bcount_opt(x)
#define __out_bcount_opt(x)
#define __in_opt
#define __inout_opt
#define __out_opt
#define __out_ecount_part_opt(x,y)
#define __deref_out
#define __deref_out_opt
#define __RPC__deref_out

#include <d3d11.h> //from D3D SDK
#include <d3dx11.h>
#include <d3dcompiler.h>
#ifdef __uuidof
#undef __uuidof
#endif

4 - put this file in irrlicht include directory or DXSDK_Jun10 include directory
5 - open codeblocks and import Irrlicht11.0.sln solution , click ok , choose Release-Fast FPU Win32
6 - open IrrCompileConfig.h --> line 162 --> remove gcc define
7 - replace every #include<d3d11.h> in irrlicht source by #include<gcc_d3d11.h> which we created already
8 - open CD3DDriver11.cpp and replace every __uuidof with the appropriate IID (e.g __uuidof(ID3D11Texture2D) becomes IID_ID3D11Texture2D )
9 - open CD3DDriver11.cpp and replace line 339 and 340 by :
char tmp[512];
sprintf(tmp, "%s Rev. %d", adapDesc.Description, adapDesc.Revision);
10- add d3d11.lib , d3dx11.lib , d3d9.lib , d3dx9.lib , dinput8.lib , dxguid.lib to the linker
11 - Build ( don't forget to check strip all symbols in the project options dialog ) .

hope thats all
airc
Posts: 25
Joined: Wed Jan 08, 2014 8:17 am

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by airc »

i run the demo example with d3d11 driver but there is a graphic glitch , with d3d9 all works ok .
can some one please put the binaray of this demo compiled with MSVC , so i can check if its because of gcc mess or not ?

Image
Last edited by airc on Sat Jan 10, 2015 12:39 pm, edited 1 time in total.
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

I have the same issues when binary is builded in Debug mode. In Release mode all works fine.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
airc
Posts: 25
Joined: Wed Jan 08, 2014 8:17 am

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by airc »

i build it without debug info .
i'll try to debug it later
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