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Did you solve this? D3DImage only works with Direct3D 9Ex surface so it won't work with DXGI/Texture2D which are Direct3D 11... unless you arrange some very tricky DXGI surface sharing between 11 -> 9Ex in advance. I have all the numerous code fragments that prove this should be possible (i.e. accelerated Direct3D 11 video pipeline targeting WPF) but have struggled to fully stitch them together after months of work (albeit starting from zero Direcr3DDirect3D knowledge). Note that this form of surface sharing requires coordinating synchronization manually. In comparison, If you can switch to Direct3D 9 source everything works very easily.

The casting error you are getting is from inside the D3DImage, when it fails to cast your 11 surface to the Surface9Ex it expects and requires.


[edit: see my comment below for more information on a full solution]

Did you solve this? D3DImage only works with Direct3D 9Ex surface so it won't work with DXGI/Texture2D which are Direct3D 11... unless you arrange some very tricky DXGI surface sharing between 11 -> 9Ex in advance. I have all the numerous code fragments that prove this should be possible (i.e. accelerated Direct3D 11 video pipeline targeting WPF) but have struggled to fully stitch them together after months of work (albeit starting from zero Direcr3D knowledge). Note that this form of surface sharing requires coordinating synchronization manually. In comparison, If you can switch to Direct3D 9 source everything works very easily.

The casting error you are getting is from inside the D3DImage, when it fails to cast your 11 surface to the Surface9Ex it expects and requires.


[edit: see my comment below for more information on a full solution]

Did you solve this? D3DImage only works with Direct3D 9Ex surface so it won't work with DXGI/Texture2D which are Direct3D 11... unless you arrange some very tricky DXGI surface sharing between 11 -> 9Ex in advance. I have all the numerous code fragments that prove this should be possible (i.e. accelerated Direct3D 11 video pipeline targeting WPF) but have struggled to fully stitch them together after months of work (albeit starting from zero Direct3D knowledge). Note that this form of surface sharing requires coordinating synchronization manually. In comparison, If you can switch to Direct3D 9 source everything works very easily.

The casting error you are getting is from inside the D3DImage, when it fails to cast your 11 surface to the Surface9Ex it expects and requires.


[edit: see my comment below for more information on a full solution]

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Did you solve this? D3DImage only works with Direct3D 9Ex surface so it won't work with DXGI/Texture2D which are Direct3D 11... unless you arrange some very tricky DXGI surface sharing between 11 -> 9Ex in advance. I have all the numerous code fragments that prove this should be possible (i.e. accelerated Direct3D 11 video pipeline targeting WPF) but have struggled to fully stitch them together after months of work (albeit starting from zero Direcr3D knowledge). Note that this form of surface sharing requires coordinating synchronization manually. In comparison, If you can switch to Direct3D 9 source everything works very easily.

The casting error you are getting is from inside the D3DImage, when it fails to cast your 11 surface to the Surface9Ex it expects and requires.


[edit: see my comment, right below, for more information on a full solution]

Did you solve this? D3DImage only works with Direct3D 9Ex surface so it won't work with DXGI/Texture2D which are Direct3D 11... unless you arrange some very tricky DXGI surface sharing between 11 -> 9Ex in advance. I have all the numerous code fragments that prove this should be possible (i.e. accelerated Direct3D 11 video pipeline targeting WPF) but have struggled to fully stitch them together after months of work (albeit starting from zero Direcr3D knowledge). Note that this form of surface sharing requires coordinating synchronization manually. In comparison, If you can switch to Direct3D 9 source everything works very easily.

The casting error you are getting is from inside the D3DImage, when it fails to cast your 11 surface to the Surface9Ex it expects and requires.


[edit: see my comment, right below, for more information on a full solution]

Did you solve this? D3DImage only works with Direct3D 9Ex surface so it won't work with DXGI/Texture2D which are Direct3D 11... unless you arrange some very tricky DXGI surface sharing between 11 -> 9Ex in advance. I have all the numerous code fragments that prove this should be possible (i.e. accelerated Direct3D 11 video pipeline targeting WPF) but have struggled to fully stitch them together after months of work (albeit starting from zero Direcr3D knowledge). Note that this form of surface sharing requires coordinating synchronization manually. In comparison, If you can switch to Direct3D 9 source everything works very easily.

The casting error you are getting is from inside the D3DImage, when it fails to cast your 11 surface to the Surface9Ex it expects and requires.


[edit: see my comment below for more information on a full solution]

added 87 characters in body
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Did you solve this? D3DImage only works with Direct3D 9Ex surface so it won't work with DXGI/Texture2D which are Direct3D 11... unless you arrange some very tricky DXGI surface sharing between 11 -> 9Ex in advance. I have all the numerous code fragments that prove this should be possible (i.e. accelerated Direct3D 11 video pipeline targeting WPF) but have struggled to fully stitch them together after months of work (albeit starting from zero Direcr3D knowledge). Note that this form of surface sharing requires coordinating synchronization manually. In comparison, If you can switch to Direct3D 9 source everything works very easily.

The casting error you are getting is from inside the D3DImage, when it fails to cast your 11 surface to the Surface9Ex it expects and requires.


[edit: see my comment, right below, for more information on a full solution]

Did you solve this? D3DImage only works with Direct3D 9Ex surface so it won't work with DXGI/Texture2D which are Direct3D 11... unless you arrange some very tricky DXGI surface sharing between 11 -> 9Ex in advance. I have all the numerous code fragments that prove this should be possible (i.e. accelerated Direct3D 11 video pipeline targeting WPF) but have struggled to fully stitch them together after months of work (albeit starting from zero Direcr3D knowledge). Note that this form of surface sharing requires coordinating synchronization manually. In comparison, If you can switch to Direct3D 9 source everything works very easily.

The casting error you are getting is from inside the D3DImage, when it fails to cast your 11 surface to the Surface9Ex it expects and requires.

Did you solve this? D3DImage only works with Direct3D 9Ex surface so it won't work with DXGI/Texture2D which are Direct3D 11... unless you arrange some very tricky DXGI surface sharing between 11 -> 9Ex in advance. I have all the numerous code fragments that prove this should be possible (i.e. accelerated Direct3D 11 video pipeline targeting WPF) but have struggled to fully stitch them together after months of work (albeit starting from zero Direcr3D knowledge). Note that this form of surface sharing requires coordinating synchronization manually. In comparison, If you can switch to Direct3D 9 source everything works very easily.

The casting error you are getting is from inside the D3DImage, when it fails to cast your 11 surface to the Surface9Ex it expects and requires.


[edit: see my comment, right below, for more information on a full solution]

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