#1 Members - Reputation: 301
Posted 15 January 2013 - 07:01 AM
DirectX documentation says that GetRenderState() and some other functions don't work when device is created as pure. It also says that pure device doesn't filter redundant states. But it seems that all GetRendersState functions work correctly when I create device as pure. I don't get any errors in debbug output when using these functions on pure device. Also I get warnings of dx ignoring setting redundant states. Why is this so? I use ATI Radeon HD 5770.
Thanks!
#2 GDNet+ - Reputation: 2372
Posted 15 January 2013 - 08:14 PM
It is fairly common for a set of illegal API calls to actually be supported by the D3D9 drivers - even if you aren't technically supposed to be able to do some things, it is often allowed by the driver anyway. You could try creating a reference device and see if you get the same behavior. The ref device is typically the 'law' when it comes to ensuring that your program is running correctly.
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#3 Members - Reputation: 301
Posted 16 January 2013 - 06:12 AM
Edited by SIIYA, 16 January 2013 - 06:19 AM.
#4 Moderators - Reputation: 13567
Posted 16 January 2013 - 06:29 AM
The docs say it's not supposed to work, so I wouldn't rely on it (make a non-pure device if you need this functionality).
Out of curiosity, does it work only because you've set D3D9 to debug mode in the Direct3D control panel? Or does it work even when you set it back to regular mode?
#5 Members - Reputation: 301
Posted 16 January 2013 - 06:58 AM
Edited by SIIYA, 16 January 2013 - 06:58 AM.
#7 Members - Reputation: 643
Posted 17 January 2013 - 02:04 AM
It works in regular mode also...I was curious about why I'm getting D3D9 warnings in debbug mode about ignoring setting redundant states when using pure device. And then I saw that these illigal functions also worked so I thought maybe pure device functionality was obsolete on new drivers. But like I said, i don't really use any of these functions...just wanted to see difference in performance between pure and non-pure device and as far as I can see there isn't one (in my case instancing helps a lot).
Those warnings about redundant states can be related to the debug runtimes, maybe with debug runtimes redundant states are checked even for pure device. And as you don't get any debug output in the release version, you won't be able to see whether it does the checking with release pure device or not ![]()
And the second part - are the GetXxxx just working in the meaning that they are not giving you warnings or errors, or are they really actually returning valid data? Did you verify this thoroughly? What I mean is that maybe the functions are returning wrong values (random / cached / default / whatever).
#8 Members - Reputation: 3827
Posted 17 January 2013 - 04:40 AM
Is this on a Vista/7/8 machine? On these a pure device may be disabled - see: http://msdn.microsoft.com/en-us/library/windows/hardware/ff539634%28v=vs.85%29.aspx
When the fixed-function vertex or pixel shader converter is used, the pure device is disabled. When an application requests the pure device, the Direct3D runtime creates a HAL device.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
#9 Members - Reputation: 301
Posted 17 January 2013 - 06:44 AM
#10 Members - Reputation: 301
Posted 17 January 2013 - 06:47 AM
Is this on a Vista/7/8 machine? On these a pure device may be disabled - see: <a data-cke-saved-href="" href="" "="">http://msdn.microsof...4(v=vs.85).aspxThis is it. Thank you very much for this link, I didn't know this.
Quote
When the fixed-function vertex or pixel shader converter is used, the pure device is disabled. When an application requests the pure device, the Direct3D runtime creates a HAL device.
And thank you all guys






