DX11 Alpha build - Testing

As requested few times, here is the current vvvv alpha build.

Please note that there’s many bug fix already and some new nodes.

Still a few issues and waiting for new beta to update in contributions.

Please test and report here or (ideally) in github

For people who want to build themseleves, please note that current branch is:

To build, once you have your submodules ready:

msbuild deploy.targets

will build you a zip with everything in there, no need to even open visual studio ;)

Alpha build (78.5 MB)

thanks vux


edit: you have a list of changed/new nodes or what to look for ?

He we go:

New nodes:

  • QR Code (Texture)
  • Text Layer Advanced
  • Several nodes for DirectWrite, allows to build text layouts that can be queried (size/caret position) and drawn using Text Advanced
  • Switch (Texture 2D), spreadable

Changed nodes:

  • Text (Layer) has render state pin


  • Temp target renderer was not updating format.
  • Disposing texture fx was not unlocking texture
  • Fix leak on shared texture nodes
  • Shared texture now work both ways (9->11 and 11->9)
  • Fix some stride issues on some readback nodes.
  • Render states are now spreadable on shader nodes.
  • Fix on filetexture pool when aborting while loading in background
  • Fix Bounding box (geometry get), was only getting one slice
  • Better logging on exception (shows node path in tty)
  • Default Topology for IndexedGeometryJoin, undefined could cause driver crash.

i think there are (still) issues with FrameDelay (DX11.Texture 2D)

see the attached patch, but note, the error sometimes doesn’t appear, if you just open the patch, but play around with the framedelay-node, like deleting and recreating it or so.

maybe it’s related to this:
System.Runtime.InteropServices.InvalidComObjectException: COM object that has been separated from its underlying RCW cannot be used.
at System.StubHelpers.StubHelpers.GetCOMIPFromRCW(Object objSrc, IntPtr pCPCMD, IntPtr& ppTarget, Boolean& pfNeedsRelease)
at VVVV.PluginInterfaces.V1.IPluginIO.get_IsConnected()
at VVVV.DX11.Nodes.FrameDelayTextureNode.MainLoop_OnPresent(Object sender, EventArgs e)
at VVVV.Hosting.MainLoop.CallOnResetCache(EventArgs e)
at VVVV.Hosting.MainLoop.ResetCacheListener.HandleEvent()

alpha 31.10 x86

FrameDelay.zip (4.3 kB)

Framedelay fixed now

supercool, thanks. will have a look/test tomorrow and report back.