Fraps Has Been Known To Crash D3D11

I'm developing a deferred renderer with the DirectX 11 API and need to vary the blend state across the render targets. DX10.0 only allowed one set of blend ops:

whereas the DX11 API has the flexibility to specify 8.

I have heard that wow runs better on DX11 rather than DX9 but i have no idea how to check what its on or how to change it so any help would be appreciated.

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Now using my DX11 card at D3D_FEATURE_LEVEL_10_0, I don't get errors or warnings creating and setting state that has IndependentBlendEnable true. Is it safe to trust this outcome as representative of what would happen on DX10.0 hardware, or is feature level checking only an approximate guide?

1 answer

  • answered 2014-05-13 09:20

    It will fail on DX10.0 hardware. As my test had no variety in the RenderTarget[] array, it seems DX detected that the value of IndependentBlendEnable made no difference and ignored it. It would have been helpful to have been given a warning, but none was output, leading me to suspect that independent blending was being solved in software rather than hardware. Anyway, when varying RenderTarget[] data, the error below pops up and everything makes sense again, albeit inconveniently in this case.

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