Silk.NET | speed OpenAL , OpenGL , Vulkan , and GLFW bindings library | Game Engine library
kandi X-RAY | Silk.NET Summary
kandi X-RAY | Silk.NET Summary
Silk.NET is a high-speed, advanced library, providing bindings to popular low-level APIs such as OpenGL and OpenAL. Use Silk.NET to add cross-platform 3D graphics, audio, compute and haptics to your C# application. Silk.NET works on any .NET Standard 2.0 compliant platform. This includes Xamarin, .NET Framework 4.6.1+, and .NET Core 2.0+.
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QUESTION
I am investigating how to do cross-process interop with OpenGL and Direct3D 11 using the EXT_external_objects
, EXT_external_objects_win32
and EXT_win32_keyed_mutex
OpenGL extensions. My goal is to share a B8G8R8A8_UNORM texture (an external library expects BGRA and I can not change it. What's relevant here is the byte depth of 4) with 1 Mip-level allocated and written to offscreen with D3D11 by one application, and render it with OpenGL in another. Because the texture is being drawn to off-process, I can not use WGL_NV_DX_interop2.
My actual code can be seen here and is written in C# with Silk.NET. For illustration's purpose though, I will describe my problem in psuedo-C(++).
First I create my texture in Process A with D3D11, and obtain a shared handle to it, and send it over to process B.
...ANSWER
Answered 2022-Feb-16 at 18:02After some more debugging, I managed to get [DebugSeverityHigh] DebugSourceApi: DebugTypeError, id: 1281: GL_INVALID_VALUE error generated. Memory object too small
from the Debug context. By dividing my width in half I was able to get some garbled output on the screen.
It turns out the size needed to import the texture was not WIDTH * HEIGHT * BPP
, (where BPP = 4
for BGRA in this case), but WIDTH * HEIGHT * BPP * 2
. Importing the handle with size WIDTH * HEIGHT * BPP * 2
allows the texture to properly bind and render correctly.
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