D3DERR_DEVICENOTRESET on mode/res change but OK on alt-tab??
Posted: Wed Apr 20, 2011 23:29
Hello again!
[Edit: Solved]
Thanks in advance to anyone who takes the time to read this, and anyone who has helped me get this far :) I am pretty new when it comes to C++ and CEGUI, but I have embarked upon a little project to see if I can get a working D3D9 overlay using CEGUI onto an existing game...
OK, so I am pretty much "there" with regard to my project. I am hooking the D3D9 calls from the game, using EndScene() to draw the CEGUI GUI over the top of the existing 3D scene. This is all working fine, including a successful reset of the device and the GUI on alt-tab or when the device is lost. This is all working great.
My problems start when I either attempt to change from Windowed mode to Fullscreen (or vice versa), or change resolution in the game. What happens is I get left with "D3DERR_DEVICENOTRESET" after doing my preD3DReset(), and the device never actually resets. I suspect this is due to resources that have not been freed, but why would this work on alt-tab but not on size or mode change? I am not sure how the *** I can debug the Dll that is injected into another process to find out exactly WHY the reset is failing.
Note: I am never actually calling Reset() on the device myself, I am letting the game do all that kind of stuff - I am just detecting when the device is lost or needing a reset [using TestCooperativeLevel()], and removing created resources using CEGUI::Direct3D9Renderer's preD3DReset() method. I then wait for TestCooperativeLevel() to come back with "D3D_OK" before I call postD3DReset().
For Alt-tab (i.e. device lost) and then Alt-tab back to the game again (i.e. device gets reset by the game and I get D3D_OK again), this is all fine, but not for resolution changes or changes between Fullscreen <-> Windowed mode. In the latter case(s) I just keep getting a result of D3DERR_DEVICENOTRESET over and over again, and I never get the D3D_OK. :(
The device resets fine on both alt-tab and resolution/mode change when I am hooking the D3D calls or not, the only thing that seems to break it is when I render something with CEGUI.
Does anyone have any idea what might be causing the issue?
I am not doing anything particularly fancy, and I am using a stateblock to save the state of the device before calling renderGUI() ( either in EndScene() or Present() ) and then applying it and releasing it straight away, so hopefully this shouldn't be the issue. When I comment out the state block creation call, the same thing happens.
In fact, when I leave everything in my code apart from System::getSingleton().setGUISheet( sheet ) then it works, so it seems to be something I am forgetting to do with CEGUI itself, hence this post. It also works fine if I don't call renderGUI() but still set the GUISheet().
Here is the code I am using:
The "interesting stuff" happens in the first file, where MyGUIRender() [which calls renderGUI() but also initialises the GUI by calling MyGUIInit()] is called from EndScene().
I haven't included absolutely everything, as I have tried to only include things that seem remotely relevant, but let me know if there is something I have not included that you need to know about.
[Edit:] Managed to get a bit of info by finally getting the Debug version of D3D working, and I seem to get the following error on mode change:
[6440] Direct3D9: (ERROR) :All user created D3DPOOL_DEFAULT surfaces must be freed before ResetEx can succeed. ResetEx Fails.
[6440] Direct3D9: (ERROR) :ResetEx failed and ResetEx/TestCooperativeLevel/Release are the only legal APIs to be called subsequently
How can I make sure all surfaces are freed? Is this something CEGUI normally takes care of? Can I tell whether it is CEGUI that is not freeing something (i.e. me not freeing a CEGUI resource)? Do I need to notify CEGUI on WM_DISPLAYCHANGE or something like that?
MyDirect3DDevice9.h:
MyDirect3D9.h:
[Edit: Solved]
Thanks in advance to anyone who takes the time to read this, and anyone who has helped me get this far :) I am pretty new when it comes to C++ and CEGUI, but I have embarked upon a little project to see if I can get a working D3D9 overlay using CEGUI onto an existing game...
OK, so I am pretty much "there" with regard to my project. I am hooking the D3D9 calls from the game, using EndScene() to draw the CEGUI GUI over the top of the existing 3D scene. This is all working fine, including a successful reset of the device and the GUI on alt-tab or when the device is lost. This is all working great.
My problems start when I either attempt to change from Windowed mode to Fullscreen (or vice versa), or change resolution in the game. What happens is I get left with "D3DERR_DEVICENOTRESET" after doing my preD3DReset(), and the device never actually resets. I suspect this is due to resources that have not been freed, but why would this work on alt-tab but not on size or mode change? I am not sure how the *** I can debug the Dll that is injected into another process to find out exactly WHY the reset is failing.
Note: I am never actually calling Reset() on the device myself, I am letting the game do all that kind of stuff - I am just detecting when the device is lost or needing a reset [using TestCooperativeLevel()], and removing created resources using CEGUI::Direct3D9Renderer's preD3DReset() method. I then wait for TestCooperativeLevel() to come back with "D3D_OK" before I call postD3DReset().
For Alt-tab (i.e. device lost) and then Alt-tab back to the game again (i.e. device gets reset by the game and I get D3D_OK again), this is all fine, but not for resolution changes or changes between Fullscreen <-> Windowed mode. In the latter case(s) I just keep getting a result of D3DERR_DEVICENOTRESET over and over again, and I never get the D3D_OK. :(
The device resets fine on both alt-tab and resolution/mode change when I am hooking the D3D calls or not, the only thing that seems to break it is when I render something with CEGUI.
Does anyone have any idea what might be causing the issue?
I am not doing anything particularly fancy, and I am using a stateblock to save the state of the device before calling renderGUI() ( either in EndScene() or Present() ) and then applying it and releasing it straight away, so hopefully this shouldn't be the issue. When I comment out the state block creation call, the same thing happens.
In fact, when I leave everything in my code apart from System::getSingleton().setGUISheet( sheet ) then it works, so it seems to be something I am forgetting to do with CEGUI itself, hence this post. It also works fine if I don't call renderGUI() but still set the GUISheet().
Here is the code I am using:
The "interesting stuff" happens in the first file, where MyGUIRender() [which calls renderGUI() but also initialises the GUI by calling MyGUIInit()] is called from EndScene().
I haven't included absolutely everything, as I have tried to only include things that seem remotely relevant, but let me know if there is something I have not included that you need to know about.
[Edit:] Managed to get a bit of info by finally getting the Debug version of D3D working, and I seem to get the following error on mode change:
[6440] Direct3D9: (ERROR) :All user created D3DPOOL_DEFAULT surfaces must be freed before ResetEx can succeed. ResetEx Fails.
[6440] Direct3D9: (ERROR) :ResetEx failed and ResetEx/TestCooperativeLevel/Release are the only legal APIs to be called subsequently
How can I make sure all surfaces are freed? Is this something CEGUI normally takes care of? Can I tell whether it is CEGUI that is not freeing something (i.e. me not freeing a CEGUI resource)? Do I need to notify CEGUI on WM_DISPLAYCHANGE or something like that?
MyDirect3DDevice9.h:
Code: Select all
#pragma once
class MyDirect3DDevice9 : public IDirect3DDevice9
{
public:
// We need d3d so that we'd use a pointer to MyDirect3D9 instead of the original IDirect3D9 implementor
// in functions like GetDirect3D9
MyDirect3DDevice9(IDirect3D9* d3d, IDirect3DDevice9* device) : m_d3d(d3d), m_device(device), d_lastFrameTime(GetTickCount())
{
}
bool MyGUIInit()
{
using namespace CEGUI;
try
{
new CEGUI::DefaultLogger();
CEGUI::DefaultLogger::getSingleton().setLoggingLevel( CEGUI::Informative );
CEGUI::DefaultLogger::getSingleton().setLogFilename( "f:/cegui.log" );
pimpl->d_3DDevice = m_device;
pimpl->d_D3D = m_d3d;
pimpl->d_processId = GetCurrentProcessId();
OldWindowProc = (WNDPROC)SetWindowLong( pimpl->d_window, GWL_WNDPROC, (long)Win32AppHelper::wndProc );
pimpl->d_renderer = &CEGUI::Direct3D9Renderer::bootstrapSystem( m_device );
// initialise the required dirs for the DefaultResourceProvider
CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*>(CEGUI::System::getSingleton().getResourceProvider());
rp->setResourceGroupDirectory( "datafiles", "f:/datafiles/" );
// set the default resource groups to be used
CEGUI::Imageset::setDefaultResourceGroup("datafiles");
CEGUI::Font::setDefaultResourceGroup("datafiles");
CEGUI::Scheme::setDefaultResourceGroup("datafiles");
CEGUI::WidgetLookManager::setDefaultResourceGroup("datafiles");
CEGUI::WindowManager::setDefaultResourceGroup("datafiles");
CEGUI::ScriptModule::setDefaultResourceGroup("datafiles");
// setup default group for validation schemas
CEGUI::XMLParser* parser = CEGUI::System::getSingleton().getXMLParser();
if ( parser->isPropertyPresent( "SchemaDefaultResourceGroup" ) )
parser->setProperty( "SchemaDefaultResourceGroup", "schemas" );
CEGUI::SchemeManager::getSingleton().create( "VanillaSkin.scheme" );
CEGUI::WindowManager& winMgr = CEGUI::WindowManager::getSingleton();
CEGUI::Window *sheet;
sheet = winMgr.loadWindowLayout( "MyApp_test.layout" );
System::getSingleton().setGUISheet( sheet ); // <===========================## ok when this is commented out ##
}
catch (CEGUI::Exception e)
{
odprintf( "MyGUIInit() -> bootstrapSystem and Init() FAILED: Error Message: %s", e.what() );
return false;
}
return true;
}
bool MyGUIRender()
{
static bool WaitingForReset = false;
static bool MyGUIInitAttempted = false;
HRESULT coop;
if ( !MyGUIInitAttempted )
{
MyGUIInitAttempted = true;
if ( !MyGUIInit() )
{
MessageBeep( MB_ICONERROR );
return false;
}
}
CEGUI::System& guiSystem = CEGUI::System::getSingleton(); // #### must be done *after* MyGUIInit() ####
DWORD thisTime = GetTickCount();
float elapsed = static_cast<float>(thisTime - d_lastFrameTime);
d_lastFrameTime = thisTime;
guiSystem.injectTimePulse( elapsed / 1000.0f );
coop = pimpl->d_3DDevice->TestCooperativeLevel();
if( coop == D3DERR_DEVICELOST || coop == D3DERR_DEVICENOTRESET )
{
if ( !WaitingForReset )
{
WaitingForReset = true;
pimpl->d_renderer->preD3DReset();
}
return true;
}
else if ( coop == D3D_OK )
{
if ( WaitingForReset )
{
WaitingForReset = false;
pimpl->d_renderer->postD3DReset();
return true;
}
}
try
{
IDirect3DStateBlock9* pStateBlock = NULL;
m_device->CreateStateBlock( D3DSBT_ALL, &pStateBlock );
guiSystem.renderGUI();
if ( pStateBlock )
{
pStateBlock->Apply();
pStateBlock->Release();
return true;
}
}
catch ( CEGUI::Exception e )
{
odprintf( "MyGUIRender() -> renderGUI() FAILED: Error message: %s", e.what() );
}
return false;
}
STDMETHOD(EndScene)(THIS)
{
MyGUIRender();
return m_device->EndScene();
}
/*** IUnknown methods ***/
STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj)
{
return m_device->QueryInterface(riid, ppvObj);
}
STDMETHOD_(ULONG,AddRef)(THIS)
{
return m_device->AddRef();
}
STDMETHOD_(ULONG,Release)(THIS)
{
ULONG count = m_device->Release();
if( count == 0)
delete this;
return count;
}
/*** IDirect3DDevice9 methods ***/
STDMETHOD(Present)(THIS_ CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion)
{
return m_device->Present( pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion );
}
STDMETHOD(GetDirect3D)(THIS_ IDirect3D9** ppD3D9)
{
// Let the device validate the incoming pointer for us
HRESULT hr = m_device->GetDirect3D(ppD3D9);
if(SUCCEEDED(hr))
*ppD3D9 = m_d3d;
return hr;
}
STDMETHOD(GetCreationParameters)(THIS_ D3DDEVICE_CREATION_PARAMETERS *pParameters)
{
pimpl->d_window = 0;
HRESULT hr = m_device->GetCreationParameters(pParameters);
if(SUCCEEDED(hr))
pimpl->d_window = pParameters->hFocusWindow;
return hr;
}
STDMETHOD(Reset)(THIS_ D3DPRESENT_PARAMETERS* pPresentationParameters)
{
HRESULT hr = m_device->Reset(pPresentationParameters);
if(SUCCEEDED(hr))
{
odprintf( "Reset() -> Reset OK" );
odprintf( "Reset() -> pPresentationParameters->AutoDepthStencilFormat: %d", pPresentationParameters->AutoDepthStencilFormat );
odprintf( "Reset() -> pPresentationParameters->BackBufferCount: %d", pPresentationParameters->BackBufferCount );
odprintf( "Reset() -> pPresentationParameters->BackBufferFormat: %d", pPresentationParameters->BackBufferFormat );
odprintf( "Reset() -> pPresentationParameters->BackBufferHeight: %d", pPresentationParameters->BackBufferHeight );
odprintf( "Reset() -> pPresentationParameters->BackBufferWidth: %d", pPresentationParameters->BackBufferWidth );
odprintf( "Reset() -> pPresentationParameters->EnableAutoDepthStencil: %d", pPresentationParameters->EnableAutoDepthStencil );
odprintf( "Reset() -> pPresentationParameters->Flags: %x", pPresentationParameters->Flags );
odprintf( "Reset() -> pPresentationParameters->FullScreen_RefreshRateInHz: %d", pPresentationParameters->FullScreen_RefreshRateInHz );
odprintf( "Reset() -> pPresentationParameters->hDeviceWindow: %d", pPresentationParameters->hDeviceWindow );
odprintf( "Reset() -> pPresentationParameters->MultiSampleQuality: %d", pPresentationParameters->MultiSampleQuality );
odprintf( "Reset() -> pPresentationParameters->MultiSampleType: %d", pPresentationParameters->MultiSampleType );
odprintf( "Reset() -> pPresentationParameters->PresentationInterval: %d", pPresentationParameters->PresentationInterval );
odprintf( "Reset() -> pPresentationParameters->SwapEffect: %d", pPresentationParameters->SwapEffect );
odprintf( "Reset() -> pPresentationParameters->Windowed: %d", pPresentationParameters->Windowed );
}
else
{
switch ( hr )
{
case D3DERR_INVALIDCALL:
odprintf( "Reset() -> Failed to Reset, result: %d (D3DERR_INVALIDCALL)", hr );
break;
case D3DERR_DEVICELOST:
odprintf( "Reset() -> Failed to Reset, result: %d (D3DERR_DEVICELOST)", hr );
break;
case D3DERR_NOTAVAILABLE:
odprintf( "Reset() -> Failed to Reset, result: %d (D3DERR_NOTAVAILABLE)", hr );
break;
case D3DERR_OUTOFVIDEOMEMORY:
odprintf( "Reset() -> Failed to Reset, result: %d (D3DERR_NOTAVAILABLE)", hr );
break;
default:
odprintf( "Reset() -> Failed to Reset, result: %d (UNKNOWN ERROR)", hr );
break;
}
odprintf( "Reset() -> pPresentationParameters->AutoDepthStencilFormat: %d", pPresentationParameters->AutoDepthStencilFormat );
odprintf( "Reset() -> pPresentationParameters->BackBufferCount: %d", pPresentationParameters->BackBufferCount );
odprintf( "Reset() -> pPresentationParameters->BackBufferFormat: %d", pPresentationParameters->BackBufferFormat );
odprintf( "Reset() -> pPresentationParameters->BackBufferHeight: %d", pPresentationParameters->BackBufferHeight );
odprintf( "Reset() -> pPresentationParameters->BackBufferWidth: %d", pPresentationParameters->BackBufferWidth );
odprintf( "Reset() -> pPresentationParameters->EnableAutoDepthStencil: %d", pPresentationParameters->EnableAutoDepthStencil );
odprintf( "Reset() -> pPresentationParameters->Flags: %x", pPresentationParameters->Flags );
odprintf( "Reset() -> pPresentationParameters->FullScreen_RefreshRateInHz: %d", pPresentationParameters->FullScreen_RefreshRateInHz );
odprintf( "Reset() -> pPresentationParameters->hDeviceWindow: %d", pPresentationParameters->hDeviceWindow );
odprintf( "Reset() -> pPresentationParameters->MultiSampleQuality: %d", pPresentationParameters->MultiSampleQuality );
odprintf( "Reset() -> pPresentationParameters->MultiSampleType: %d", pPresentationParameters->MultiSampleType );
odprintf( "Reset() -> pPresentationParameters->PresentationInterval: %d", pPresentationParameters->PresentationInterval );
odprintf( "Reset() -> pPresentationParameters->SwapEffect: %d", pPresentationParameters->SwapEffect );
odprintf( "Reset() -> pPresentationParameters->Windowed: %d", pPresentationParameters->Windowed );
}
return hr;
}
STDMETHOD_(void, SetCursorPosition)(THIS_ int X,int Y,DWORD Flags)
{
m_device->SetCursorPosition(X, Y, Flags);
}
/* and loads more IDirect3DDevice9 methods ...
...
...
... */
private:
IDirect3DDevice9* m_device;
IDirect3D9* m_d3d;
DWORD d_lastFrameTime;
};
MyDirect3D9.h:
Code: Select all
#pragma once
#include "MyDirect3DDevice9.h"
class MyDirect3D9 : public IDirect3D9
{
public:
MyDirect3D9(IDirect3D9* d3d) : m_d3d(d3d)
{
}
/*** IUnknown methods ***/
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObj)
{
return m_d3d->QueryInterface(riid, ppvObj);
}
ULONG STDMETHODCALLTYPE AddRef()
{
return m_d3d->AddRef();
}
ULONG STDMETHODCALLTYPE Release()
{
ULONG count = m_d3d->Release();
if(0 == count)
delete this;
return count;
}
/*** IDirect3D9 methods ***/
HRESULT STDMETHODCALLTYPE RegisterSoftwareDevice(void* pInitializeFunction)
{
return m_d3d->RegisterSoftwareDevice(pInitializeFunction);
}
UINT STDMETHODCALLTYPE GetAdapterCount()
{
return m_d3d->GetAdapterCount();
}
HRESULT STDMETHODCALLTYPE GetAdapterIdentifier( UINT Adapter,DWORD Flags,D3DADAPTER_IDENTIFIER9* pIdentifier)
{
return m_d3d->GetAdapterIdentifier(Adapter, Flags, pIdentifier);
}
UINT STDMETHODCALLTYPE GetAdapterModeCount( UINT Adapter,D3DFORMAT Format)
{
return m_d3d->GetAdapterModeCount(Adapter, Format);
}
HRESULT STDMETHODCALLTYPE EnumAdapterModes( UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode)
{
return m_d3d->EnumAdapterModes(Adapter, Format, Mode, pMode);
}
HRESULT STDMETHODCALLTYPE GetAdapterDisplayMode( UINT Adapter,D3DDISPLAYMODE* pMode)
{
return m_d3d->GetAdapterDisplayMode(Adapter, pMode);
}
HRESULT STDMETHODCALLTYPE CheckDeviceType( UINT Adapter,D3DDEVTYPE DevType,D3DFORMAT AdapterFormat,D3DFORMAT BackBufferFormat,BOOL bWindowed)
{
return m_d3d->CheckDeviceType(Adapter, DevType, AdapterFormat, BackBufferFormat, bWindowed);
}
HRESULT STDMETHODCALLTYPE CheckDeviceFormat( UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,DWORD Usage,D3DRESOURCETYPE RType,D3DFORMAT CheckFormat)
{
return m_d3d->CheckDeviceFormat(Adapter, DeviceType, AdapterFormat, Usage, RType, CheckFormat);
}
HRESULT STDMETHODCALLTYPE CheckDeviceMultiSampleType( UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels)
{
return m_d3d->CheckDeviceMultiSampleType(Adapter, DeviceType, SurfaceFormat, Windowed, MultiSampleType, pQualityLevels);
}
HRESULT STDMETHODCALLTYPE CheckDepthStencilMatch( UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat)
{
return m_d3d->CheckDepthStencilMatch(Adapter, DeviceType, AdapterFormat, RenderTargetFormat, DepthStencilFormat);
}
HRESULT STDMETHODCALLTYPE CheckDeviceFormatConversion( UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SourceFormat,D3DFORMAT TargetFormat)
{
return m_d3d->CheckDeviceFormatConversion(Adapter, DeviceType, SourceFormat, TargetFormat);
}
HRESULT STDMETHODCALLTYPE GetDeviceCaps( UINT Adapter,D3DDEVTYPE DeviceType,D3DCAPS9* pCaps)
{
return m_d3d->GetDeviceCaps(Adapter, DeviceType, pCaps);
}
HMONITOR STDMETHODCALLTYPE GetAdapterMonitor( UINT Adapter)
{
return m_d3d->GetAdapterMonitor(Adapter);
}
HRESULT STDMETHODCALLTYPE CreateDevice( UINT Adapter,D3DDEVTYPE DeviceType,HWND hFocusWindow,DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DDevice9** ppReturnedDeviceInterface)
{
HRESULT hr = m_d3d->CreateDevice(Adapter, DeviceType, hFocusWindow, BehaviorFlags,
pPresentationParameters, ppReturnedDeviceInterface);
if(SUCCEEDED(hr))
{
// Return our device
*ppReturnedDeviceInterface = new MyDirect3DDevice9(this, *ppReturnedDeviceInterface);
}
return hr;
}
private:
IDirect3D9* m_d3d;
};