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DX11 [DX11] Exiting fullscreen problem

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Hello all, I'm new here but a long time lurker and used to trawling the forum search for snippets to solve past problems.

I'm getting a weird issue when exiting from full screen (alt-enter) or from triggered key presses. The problem is that the window area is blank or just not updating the frame image. (its temperamental)
If I return to full screen it starts rendering again with any of my keyboard inputs having updated the view.

It's a simple app which renders a mesh from vertexbuffer using a simple shader.

This issue only happens when I don't have D3D10_CREATE_DEVICE_SINGLETHREADED flag or when I don't render my mesh at all.

Render
void Game::render()
{
//if(!paused_)
//{
ID3D11DeviceContext* context = dx_.getContext();


float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; //red,green,blue,alpha
BOOL fs;
dx_.getSwapChain()->GetFullscreenState(&fs,nullptr);
if(fs)
ClearColor[1] = 1.0f;
if(hit_)
ClearColor[2] = 1.0f;


context->ClearRenderTargetView( dx_.getRenderTarget(), ClearColor );
context->ClearDepthStencilView( dx_.getDepthStencilView(), D3D11_CLEAR_DEPTH, 1.0f, 0 );
CB_FrameChanges cb;
cb.view = XMMatrixTranspose(camera_.getView());
XMVECTOR det;
cb.worldInverse = XMMatrixTranspose(XMMatrixInverse(&det,camera_.getWorld()));
dx_.getContext()->UpdateSubresource(cb_FrameChanges_, 0, nullptr, &cb, 0, 0);

mesh_.setToContext(context);
context->VSSetConstantBuffers( 0, 1, &cb_NeverChanges_ );
context->VSSetConstantBuffers( 1, 1, &cb_ResizeChanges_ );
context->VSSetConstantBuffers( 2, 1, &cb_FrameChanges_ );

context->PSSetConstantBuffers( 0, 1, &cb_NeverChanges_ );
context->PSSetConstantBuffers( 1, 1, &cb_ResizeChanges_ );
context->PSSetConstantBuffers( 2, 1, &cb_FrameChanges_ );
context->VSSetShader( vertexShader_, nullptr, 0 );
context->PSSetShader( pixelShader_, nullptr, 0 );
context->Draw(mesh_.getVertexTotal(), 0);


HRESULT hr = dx_.getSwapChain()->Present(0,0);
if(FAILED(hr))
OutputDebugStringA("Failed to present.\n");
//}}


WndProc
LRESULT CALLBACK wndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
if(msg == WM_PAINT)
{
PAINTSTRUCT ps;
BeginPaint( hWnd, &ps );
EndPaint( hWnd, &ps );
}
else if(msg == WM_DESTROY )
{
PostQuitMessage(0);
}
else if(msg == WM_SIZE)
{
Game* game = (Game*) GetWindowLongPtr(hWnd, GWL_USERDATA);
RECT rc;
GetClientRect(hWnd, &rc );
const int width = rc.right - rc.left;
const int height = rc.bottom - rc.top;
game->resize(width,height);
}
else if(msg == WM_GETMINMAXINFO)
{
((MINMAXINFO*)lParam)->ptMinTrackSize.x = 50;
((MINMAXINFO*)lParam)->ptMinTrackSize.y = 50;

}
else if(msg == WM_NCCREATE)
{
LPCREATESTRUCT cs = (LPCREATESTRUCT) lParam;
SetWindowLongPtr(hWnd, GWL_USERDATA, (long) cs->lpCreateParams);
return DefWindowProc( hWnd, msg, wParam, lParam );
}
else
return DefWindowProc( hWnd, msg, wParam, lParam );
return 0;}


WM_SIZE calls my resize function
bool prevFullscreen = fullscreen_;
BOOL fullscreen = 0;
if(FAILED(swapChain_->GetFullscreenState(&fullscreen, nullptr)))
OutputDebugStringA("Failed to get fullscreen state.\n");
fullscreen_ = (fullscreen > 0);
//only resize if new height/width are different to current and they both aren't 0
if((height != height_ || width != width_) && (width != 0 && height != 0 ) && (fullscreen_ != prevFullscreen))
{
OutputDebugStringA("Going to resize buffers.\n");
DXGI_SWAP_CHAIN_DESC swapChainDesc;

width_ = width;
height_ = height;

context_->OMSetRenderTargets(0, 0, 0);



swapChain_->GetDesc(&swapChainDesc);
swapChainDesc.Windowed = !fullscreen;
swapChainDesc.Flags = 0;
if(fullscreen_)
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

//Release renderTarget, depth stencil view, etc

depthStencilView_->Release();
renderTarget_->Release();
if(FAILED(swapChain_->ResizeBuffers(swapChainDesc.BufferCount,width,height, swapChainDesc.BufferDesc.Format ,swapChainDesc.Flags)))
{
MessageBox( NULL, "Failed to resize buffers.", "DirectX Error", MB_OK );
return false;
}
//recreate everything that was released
if(!createRenderTarget())
return false;
if(!createDepthStencils(width,height))
return false;


context_->OMSetRenderTargets( 1, &renderTarget_, depthStencilView_);
D3D11_VIEWPORT vp; //Should be a member of dx!
vp.Width = (float)width;
vp.Height = (float)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
context_->RSSetViewports( 1, &vp );
}
return true;}


I've added a fair bit of debug stuff since this problem has been bugging me. I essentially
release renderTarget, release depthStencilView
resizeBuffers and recreate the released bits.

I'm running it with the debug flag and get no warnings. I've run it with PIX and grabbed a frame when it was blank and it showed all device/swapchains etc as alive and showed me the render frame. It's just not appearing on the window.

If anyone can shed some light on this weird behaviour or offer insights I'd appreciate it.

Also need any more information I'll be happy to provide.

Extra info
win7 64bit, app is win32
dx sdk June 2010

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Not sure if it fixes your problem, but you really should pass on messages to DefWindowProc unless you can safely return. You have to look the messages up in MSDN to see if this is the case.

In general, you always should pass messages on to DefWindowProc unless you explicitely don't have to for overriding default behaviour.

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Not sure if it fixes your problem, but you really should pass on messages to DefWindowProc unless you can safely return. You have to look the messages up in MSDN to see if this is the case.

In general, you always should pass messages on to DefWindowProc unless you explicitely don't have to for overriding default behaviour.


Yeah its been changing a lot the past few days with various debugging ideas, swapped it back to your suggestion but the overall problem remains. (Thanks for the fast reply!)

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You might try presenting (not drawing to, just presenting) the backbuffer in your WM_PAINT handler after you validate the update region. EDIT: be sure to check for a valid device before you do that, as WM_PAINT will likely get called at least once before you have DX setup.

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You might try presenting (not drawing to, just presenting) the backbuffer in your WM_PAINT handler after you validate the update region. EDIT: be sure to check for a valid device before you do that, as WM_PAINT will likely get called at least once before you have DX setup.


I tried your suggestion, quickly made a function that simply called Present after EndPaint, this keeps the windowed app from drawing always when dragging resize but the main weird issue remains.

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I've been reading the msdn docs regarding DXGI fullscreen swapping and the best practises.


Msdn link

Could my issue be due to DXGI hanging on waiting for the message to go?

I'm not using any of my own threading code within the apps but the app is still responsive (it just isn't drawn on the window).

I know its responsive because swapping back to fullscreen shows the update to the mesh position.

int WINAPI wWinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPWSTR lpCmdLine, int nCmdShow )
{
Game game;
HWND hWnd;

LRESULT CALLBACK wndProc( HWND, UINT, WPARAM, LPARAM );
bool setup(HINSTANCE hInst, HWND &hWnd, RECT rc, Game* game);

RECT rc = { 0, 0, 1024, 768 };
if(!setup(hInst,hWnd,rc, &game))
PostQuitMessage(0);
if(!game.setup(hWnd))
{
MessageBox( NULL, "Failed to setup stage", "Rob's Error", MB_OK );
PostQuitMessage(0);
}
ShowWindow(hWnd, nCmdShow );

MSG msg = {0};
while( WM_QUIT != msg.message )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) != 0)
{
game.getInput()->handle(&msg);
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
game.run();
}
}
return (int)msg.wParam;
}


I've added my message pump loop if that helps.

getInput()->handle just grabs all the keys pressed/mouse moved using VK_Keys it's also responsive even though the window is blank.

game.run() -> updates camera from the handled input and also runs render();




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On the June 2010 sdk I can get the same weirdness using alt-enter on tutorial 7. (the tutorial doesn't resize buffers and will trigger the warning)

However my friend using Radeon HD 5750 has no problems, so I got the latest driver package for my nvidia gtx 460 but the problem remains.

Ok, I quickly changed my shader to use one set of constant buffers and set them just before render like tutorial 6 and the problem disappears. No idea why multiple constant buffers is causing weird issues.

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