D3D device in vgasave - c++

Is it possible to create device/directx application when pc uses vgasave mode?
This is my init function:
d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface
D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information
ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use
d3dpp.Windowed = TRUE; // program windowed, not fullscreen
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
However when i call later
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
Program crashes, reporting about unhandled violation. Or maybe it isn't about vga, just I'm making something wrong?
CreateDevice returns D3DERR_NOTAVAILABLE

You've filled out way too few parameters in the D3DPRESENT_PARAMETERS. You've alomst certainly got bad settings for the back buffer and that kind of thing. If CreateDevice returns D3DERR_NOTAVAILABLE, then the d3ddev pointer is NULL, resulting in the access violation when you try to clear the back buffer- since there is no device.
D3DDeviceParameters.Windowed = true;
D3DDeviceParameters.BackBufferHeight = 0;
D3DDeviceParameters.BackBufferWidth = 0;
D3DDeviceParameters.BackBufferCount = 1;
D3DDeviceParameters.BackBufferFormat = D3DFMT_X8R8G8B8;
D3DDeviceParameters.MultiSampleQuality = 0;
D3DDeviceParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
D3DDeviceParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
D3DDeviceParameters.hDeviceWindow = OS->GetHWND();
D3DDeviceParameters.EnableAutoDepthStencil = true;
D3DDeviceParameters.AutoDepthStencilFormat = D3DFMT_D24S8;
D3DDeviceParameters.Flags = 0;
D3DDeviceParameters.FullScreen_RefreshRateInHz = 0;
D3DDeviceParameters.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Vsync.
This is my D3DPRESENT_PARAMETERS.

Related

HRESULT 0x8876086c D3DERR_INVALIDCALL with DirectX9 pretty much following the documentation example

So i wanna draw an overlay over another window, but im getting no real runtime error the visual Studio debugging tools tell me that the result of
HRESULT res = object->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWND, D3DCREATE_HARDWARE_VERTEXPROCESSING, &params, NULL, &device);
is 0x8876086c. So here are the snippets of my code that are important and lead to this error(D3DERR_INVALIDCALL), which leads to the device being a nullpointer, which means i can't do anything with it.
I couldn't really figure out what led to this as i pretty much followed the documentation
int Paint::init(HWND hWND) {
if (FAILED(Direct3DCreate9Ex(D3D_SDK_VERSION, &object))) {
exit(1);
}
ZeroMemory(&params, sizeof(params));
params.BackBufferWidth = width;
params.BackBufferHeight = height;
params.Windowed = true;
params.hDeviceWindow = hWND;
params.MultiSampleQuality = D3DMULTISAMPLE_NONE;
params.BackBufferFormat = D3DFMT_A8R8G8B8;
params.EnableAutoDepthStencil = TRUE;
params.AutoDepthStencilFormat = D3DFMT_D16;
HRESULT res = object->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWND, D3DCREATE_HARDWARE_VERTEXPROCESSING, &params, NULL, &device);
and in the header file:
class Paint {
private:
IDirect3D9Ex* object = NULL;
IDirect3DDevice9Ex* device = NULL;
DWORD behaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
D3DPRESENT_PARAMETERS params;
ID3DXFont* font = 0;
HWND TargetHWND;
int width, height;
int init(HWND(hWND));
}
D3DPRESENT_PARAMETERS params = {};
// Use Win32 BOOL "TRUE" instead of C++ "true"
params.Windowed = TRUE;
params.hDeviceWindow = m_window;
// params.BackBufferWidth, BackBufferHeight are ignored for Windowed = TRUE
// For Windowed = TRUE, use params.BackBufferFormat = D3DFMT_UNKNOWN, which is zero.
// For params.BackBufferCount zero is assumed to be 1, but best practice
// would be to set it
params.BackBufferCount = 1;
// You used D3DMULTISAMPLE_NONE for the MultiSampleQuality instead of MultiSampleType.
// It's all zero anyhow.
params.EnableAutoDepthStencil = TRUE;
params.AutoDepthStencilFormat = D3DFMT_D16;
// --->>> This is the actual bug: there is no valid SwapEffect that has a value of zero <<<---
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
You are making the assumption that the Direct3D9 device supports D3DCREATE_HARDWARE_VERTEXPROCESSING, but you haven't validated it actually supports it. That said, D3DCREATE_SOFTWARE_VERTEXPROCESSING has known performance issues on Windows 10 so you should probably just require HW anyhow.
You should not be using legacy Direct3D9 or Direct3D9Ex for new projects. It's mostly emulated on newer versions of Windows, has lots of strange behaviors, and is almost 20 years old at this point. There's no support for the Direct3D 9 debug device on Windows 8.x or Windows 10. You should consider Direct3D 11 as a much better starting place for developers new to DirectX.

Direct3D 9Ex - Creating a Full Screen Device

I've looked all over the internet for this and found nothing.
I know that Direct3D 9Ex works after Alt-Tabbing out of the program, unline Direct3D 9 (which just crashes). For that reason, I am trying to use Direct3D 9Ex. I want to make the program fullscreen. However, whenever I perform any operation with the device (IDirect3DDevice9Ex*) I get an access violation reading memory location 0x00000000. This is my code:
Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D);
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferHeight = iHeight;
d3dpp.BackBufferWidth = iWidth;
d3dpp.hDeviceWindow = hWnd;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = false;
D3DDISPLAYMODEEX dm;
dm.Format = D3DFMT_X8R8G8B8;
dm.Height = iHeight;
dm.Size = sizeof(dm);
dm.RefreshRate = 60;
dm.ScanLineOrdering = D3DSCANLINEORDERING_PROGRESSIVE;
dm.Width = iWidth;
pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &dm, &pD3DDevice);
Any help would be appreciated.
d3dpp.FullScreen_RefreshRateInHz (0) differs from dm.RefreshRate (60).
They should both be set to the same rate, try D3DPRESENT_RATE_DEFAULT for both.
The HRESULT return from the CreateDeviceEx call should be checked using the SUCCEEDED or FAILED macro.

DirectX framework performance issue

After continuously capture mouse input ie. left and right click, the pc will become very lag when switching to another software such as Google Chrome but when you end the framework for few seconds will back to normal with no lag.
The framework works fine until I create Graphics object. So, I doubt there is something wrong with Graphics class but I still cannot find out which part cause this performance issue.
Graphics class
Graphics.h
#ifndef GRAPHICS_H
#define GRAPHICS_H
#include <d3d9.h>
class Graphics
{
public:
Graphics();
~Graphics();
void initialize(HWND hWnd, int backBufferWidth, int backBufferHeight);
void BeginFrame();
void EndFrame();
private:
IDirect3D9* direct3D9;
IDirect3DDevice9* d3dDevice;
};
#endif
Graphics.cpp
#include "Graphics.h"
Graphics::Graphics()
{
}
Graphics::~Graphics()
{
// Release the device when exiting.
d3dDevice->Release();
// Reset pointer to NULL.
d3dDevice = NULL;
}
void Graphics::initialize(HWND hWnd, int backBufferWidth, int backBufferHeight)
{
// Define Direct3D 9.
direct3D9 = Direct3DCreate9(D3D_SDK_VERSION);
// Define how the screen presents.
D3DPRESENT_PARAMETERS d3dPP;
ZeroMemory(&d3dPP, sizeof(d3dPP));
d3dPP.Windowed = true;
d3dPP.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dPP.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dPP.BackBufferCount = 1;
d3dPP.BackBufferWidth = backBufferWidth;
d3dPP.BackBufferHeight = backBufferHeight;
d3dPP.hDeviceWindow = hWnd;
// Create a Direct3D 9 device.
direct3D9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dPP, &d3dDevice);
}
void Graphics::BeginFrame()
{
// Clear the back buffer.
d3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
// Begin the scene
d3dDevice->BeginScene();
}
void Graphics::EndFrame()
{
// End the scene
d3dDevice->EndScene();
// Present the back buffer to screen
d3dDevice->Present(NULL, NULL, NULL, NULL);
}
Here is my whole project if you want to check all the codes : https://www.dropbox.com/s/p4nm57fzqse12t7/Zero%20DirectX%20Framework.rar

Screenshot of game window

How can i take a screenshot of a full screen game in c++? I know it can be done with directx and i have written a simple code which can take a screenshot of a window but i don't know how to get a HWND of game.
Here is my code.
#include <d3dx9.h>
#include <d3dx9tex.h>
#include <stdio.h>
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
int main()
{
IDirect3DSurface9 *surface;
IDirect3DDevice9 *g_pd3dDevice;
IDirect3D9 *g_pD3D;
D3DDISPLAYMODE d3ddm;
D3DPRESENT_PARAMETERS d3dpp;
HWND hWnd = GetConsoleWindow();
if((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
{
printf("fail 1");
}
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
printf("fail 2");
}
ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.BackBufferHeight = d3ddm.Height;
d3dpp.BackBufferWidth = d3ddm.Width;
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice)))
{
printf("fail 3");
}
g_pd3dDevice->CreateOffscreenPlainSurface(800, 600, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &surface, NULL);
g_pd3dDevice->GetFrontBufferData(0, surface);
D3DXSaveSurfaceToFile("c:\\tmp\\output.jpg", D3DXIFF_JPG, surface, NULL, NULL);
surface->Release();
return 0;
}
I don't have any experience with Direct3D, but with OpenGL.
But both APIs provide almost the same functionality.
You should read back the back buffer (using Direct3D and not some Windows functionality) to host memory. Then simply save that bitmap to a file using an image library or something like that.
It's actually an extremely simple process.
These two links might be helpful to you:
http://www.mvps.org/directx/articles/screengrab.htm
How to save backbuffer to file in DirectX 10?

D3D10CreateDeviceAndSwapChain() always failing with DXGI_ERROR_INVALID_CALL

I'm creating a hidden window and I'm looking to getting a pointer to IDXGISwapChain::Present(). The problem is that I can't get a valid Direct3D10 device, nor a valid swap chain.
HWND hwnd = CreateWindow(TEXT("flhiSTATIC"), TEXT("flh DXGI Window"), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 640, 480, 0, NULL, NULL, 0);
DXGI_SWAP_CHAIN_DESC scd;
ZeroMemory(&scd, sizeof(scd));
scd.BufferCount = 2;
RECT rcWnd;
GetClientRect(hwnd, &rcWnd);
scd.BufferDesc.Width = rcWnd.right - rcWnd.left;
scd.BufferDesc.Height = rcWnd.bottom - rcWnd.top;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // also tried DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
scd.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
scd.BufferDesc.RefreshRate.Numerator = 60;
scd.BufferDesc.RefreshRate.Denominator = 1;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = hwnd;
scd.SampleDesc.Count = 1;
scd.SampleDesc.Quality = 0;
scd.Windowed = TRUE;
scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
pD3D10CreateDeviceAndSwapChain = reinterpret_cast<D3D10CREATEDEVICEANDSWAPCHAIN_PROC *>(GetProcAddress(d3d10, "D3D10CreateDeviceAndSwapChain"));
HRESULT hr = pD3D10CreateDeviceAndSwapChain(NULL /*pAdapter*/, D3D10_DRIVER_TYPE_HARDWARE, NULL, D3D10_CREATE_DEVICE_DEBUG, D3D10_SDK_VERSION, &scd, &pSwapChain, &pDev);
// this guy always fails with 0 in both pSwapChain and pDev...
Any idea what might be wrong with the above code?
I completely forgot about the need to create or assign a pre-existing window class :(
That was the problem; lesson learned - always check the return codes of all the calls.
edit
I completely forgot to call CreateWindow with a valid window class, either one I'd previously registered or one that's registered by someone within the current module.