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At this current time, this control only works if the NV_DX_interop is supported. If the extension is not supported, an AccessViolationException is thrown. This happened to me on a virtual machine where 3D acceleration was enabled via a virtual Mesa graphics card.
I've got the following questions:
Should we check for the NV_DX_interop extension support before creating the DXGLContext? If so, should we expose a dependency property and/or an event when the initialization fails? Doing so, the control could notify the user about the issue, so that the error can be handled correctly by the application.
If the extension is not supported, should the library provide a fallback mode for rendering? I was thinking also about the rendering mode used before the NV_DX_interop way was introduced (rendering to an hidden window, then copying the buffer to a WriteableBitmap).
The text was updated successfully, but these errors were encountered:
I think we should fall back (or at least have the option to fall back) to a version that does that CPU roundtrip if interop is not supported.
And making sure the user can query if they got a fast backend or a slow one.
At this current time, this control only works if the NV_DX_interop is supported. If the extension is not supported, an AccessViolationException is thrown. This happened to me on a virtual machine where 3D acceleration was enabled via a virtual Mesa graphics card.
I've got the following questions:
DXGLContext
? If so, should we expose a dependency property and/or an event when the initialization fails? Doing so, the control could notify the user about the issue, so that the error can be handled correctly by the application.The text was updated successfully, but these errors were encountered: