Sign in to follow this  
y2kiah

OpenGL Lost device woes (D3D9)

Recommended Posts

I'm trying to handle a lost device. I come from an OpenGL background so this is my first crack at it. After the reset is performed, nothing is drawn to the screen, all black. That's basically my problem. The code is flowing fine through the process as outlined by several tutorials, books, and the DXUT functions that I've used as a reference. In fact, d3dDevice->Reset() returns D3D_OK and then I resume the normal render loop without any problems... calls to d3dDevice->Present all succeed after that. Just nothing is drawn. So what am I missing? Do I need to re-create the device after Resetting it? Do I need to re-create the camera? Not sure where to go from here. Any help is appreciated. What do I have to do after Reset besides re-creating my volatile resources (of which there are none right now)?

Share this post


Link to post
Share on other sites
When the device is reset, every setting on it should be considered "uninitialized". That is, you need to set every value again. This is mostly an issue with the settings you normally set at application start, since other settings get set every frame anyways.

In addition, make sure all calls (other than reset) are also succeeding. If you forgot to release/recreate an object, reset might succeed but attempts to use the resource might fail.

Lastly, reset is sometimes a difficult method to call correctly. Some drivers will just outright fail when you do something they don't like. While I'm confident the situation is better than it used to be, you might still run into issues on specific hardware. If you're not using D3DX extensively, the difference in code between calling Reset and Release/Create on the device should be minor, so you could compare the results of the two to help identify issues.

Share this post


Link to post
Share on other sites
Quote:
Original post by sirob
every setting on it should be considered "uninitialized"


sirob you are the man. That was the clue I needed and now it's "fixed". I basically took everything from my initialization after creating the device and re-initialized it in my initVolatileResources() function called after Reset succeeds. It was basically just a bunch of calls to SetRenderState(...) that set up my initial render state.

It reeeeally would have helped if that little snippet of information was anywhere in the DX documentation, but if it is I certainly didn't find it, for something so simple as adding one sentence to the docs it could have saved me a lot of time. I simply didn't think that the render state would have been invalidated because all they ever talk about are your "D3DPOOL_DEFAULT" resources and the few other things being lost.

Anyway, thanks.

Share this post


Link to post
Share on other sites
I agree it could be a little more explicit. From the Documentation:
Quote:
Calling IDirect3DDevice9::Reset causes all texture memory surfaces to be lost, managed textures to be flushed from video memory, and all state information to be lost.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
      627778
    • Total Posts
      2979025
  • Similar Content

    • By lonewolff
      Hi guys,
      With OpenGL not having a dedicated SDK, how were libraries like GLUT and the likes ever written?
      Could someone these days write an OpenGL library from scratch? How would you even go about this?
      Obviously this question stems from the fact that there is no OpenGL SDK.
      DirectX is a bit different as MS has the advantage of having the relationship with the vendors and having full access to OS source code and the entire works.
      If I were to attempt to write the most absolute basic lib to access OpenGL on the GPU, how would I go about this?
    • By DelicateTreeFrog
      Hello! As an exercise for delving into modern OpenGL, I'm creating a simple .obj renderer. I want to support things like varying degrees of specularity, geometry opacity, things like that, on a per-material basis. Different materials can also have different textures. Basic .obj necessities. I've done this in old school OpenGL, but modern OpenGL has its own thing going on, and I'd like to conform as closely to the standards as possible so as to keep the program running correctly, and I'm hoping to avoid picking up bad habits this early on.
      Reading around on the OpenGL Wiki, one tip in particular really stands out to me on this page:
      For something like a renderer for .obj files, this sort of thing seems almost ideal, but according to the wiki, it's a bad idea. Interesting to note!
      So, here's what the plan is so far as far as loading goes:
      Set up a type for materials so that materials can be created and destroyed. They will contain things like diffuse color, diffuse texture, geometry opacity, and so on, for each material in the .mtl file. Since .obj files are conveniently split up by material, I can load different groups of vertices/normals/UVs and triangles into different blocks of data for different models. When it comes to the rendering, I get a bit lost. I can either:
      Between drawing triangle groups, call glUseProgram to use a different shader for that particular geometry (so a unique shader just for the material that is shared by this triangle group). or
      Between drawing triangle groups, call glUniform a few times to adjust different parameters within the "master shader", such as specularity, diffuse color, and geometry opacity. In both cases, I still have to call glBindTexture between drawing triangle groups in order to bind the diffuse texture used by the material, so there doesn't seem to be a way around having the CPU do *something* during the rendering process instead of letting the GPU do everything all at once.
      The second option here seems less cluttered, however. There are less shaders to keep up with while one "master shader" handles it all. I don't have to duplicate any code or compile multiple shaders. Arguably, I could always have the shader program for each material be embedded in the material itself, and be auto-generated upon loading the material from the .mtl file. But this still leads to constantly calling glUseProgram, much more than is probably necessary in order to properly render the .obj. There seem to be a number of differing opinions on if it's okay to use hundreds of shaders or if it's best to just use tens of shaders.
      So, ultimately, what is the "right" way to do this? Does using a "master shader" (or a few variants of one) bog down the system compared to using hundreds of shader programs each dedicated to their own corresponding materials? Keeping in mind that the "master shaders" would have to track these additional uniforms and potentially have numerous branches of ifs, it may be possible that the ifs will lead to additional and unnecessary processing. But would that more expensive than constantly calling glUseProgram to switch shaders, or storing the shaders to begin with?
      With all these angles to consider, it's difficult to come to a conclusion. Both possible methods work, and both seem rather convenient for their own reasons, but which is the most performant? Please help this beginner/dummy understand. Thank you!
    • By JJCDeveloper
      I want to make professional java 3d game with server program and database,packet handling for multiplayer and client-server communicating,maps rendering,models,and stuffs Which aspect of java can I learn and where can I learn java Lwjgl OpenGL rendering Like minecraft and world of tanks
    • By AyeRonTarpas
      A friend of mine and I are making a 2D game engine as a learning experience and to hopefully build upon the experience in the long run.

      -What I'm using:
          C++;. Since im learning this language while in college and its one of the popular language to make games with why not.     Visual Studios; Im using a windows so yea.     SDL or GLFW; was thinking about SDL since i do some research on it where it is catching my interest but i hear SDL is a huge package compared to GLFW, so i may do GLFW to start with as learning since i may get overwhelmed with SDL.  
      -Questions
      Knowing what we want in the engine what should our main focus be in terms of learning. File managements, with headers, functions ect. How can i properly manage files with out confusing myself and my friend when sharing code. Alternative to Visual studios: My friend has a mac and cant properly use Vis studios, is there another alternative to it?  
    • By ferreiradaselva
      Both functions are available since 3.0, and I'm currently using `glMapBuffer()`, which works fine.
      But, I was wondering if anyone has experienced advantage in using `glMapBufferRange()`, which allows to specify the range of the mapped buffer. Could this be only a safety measure or does it improve performance?
      Note: I'm not asking about glBufferSubData()/glBufferData. Those two are irrelevant in this case.
  • Popular Now