Failing to get D2D into my DX11 Engine

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9 comments, last by bondehagen 12 years, 4 months ago
Ok, still no text showing and all HR reults give S_OK;
Tried running PIX to see if that could help me somehow but running it through PIX gave me this message:


Frame 000001 ........PRE: <this=0x06a39650>ID3D10Device::OpenSharedResource(<unknown type 157>, IID_IDXGISurface1, 0x0035F45C)
Frame 000001 ........POST: <S_OK><this=0x06a39650> ID3D10Device::OpenSharedResource(<unknown type 157>, IID_IDXGISurface1, 0x0035F45C)
Frame 000001 ........PRE: D3D10CreateStateBlock(0x00EDDB38, 0x0035EDC4, 0x00799E20)
An unhandled exception occurred.

And it crashes through PIX, not when I run straight from the folder.

It should be around these lines in init:



// Open the surface for the shared texture in D3D10.1
IDXGISurface1* pSharedSurface10;

hr = m_pD3D101Device->OpenSharedResource(sharedHandle10, __uuidof(IDXGISurface1), (void**)(&pSharedSurface10));

hr = pSharedSurface10->QueryInterface(__uuidof(IDXGIKeyedMutex), (void**)&m_pKeyedMutex10);

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Bump please :(
Hey, post all the code that initializes D3D11, D3D10, D2D, and DirectWrite. I know it's a problem there. I just helped someone with this problem too, and it was such an easily overlooked problem. It had to do with creating his depth/stencil and render target view textures. Check to make sure that your depth/stencil and render target view textures are same dimensions, same miltisample count, same multisample quality, and same resource types.

Also just to point out that the primitive topology in the render function above is being set as a point list instead of a triangle list.

HAHA! I just realized it was you that I had just helped!

Hey, post all the code that initializes D3D11, D3D10, D2D, and DirectWrite. I know it's a problem there. I just helped someone with this problem too, and it was such an easily overlooked problem. It had to do with creating his depth/stencil and render target view textures. Check to make sure that your depth/stencil and render target view textures are same dimensions, same miltisample count, same multisample quality, and same resource types

HAHA! i just realized it was you that I had just helped!


Haha, yes it was. Thanks alot.

This is solved and I'm a happy camper, perfect on a Friday!

Tried running PIX to see if that could help me somehow but running it through PIX gave me this message:

Frame 000001 ........PRE: <this=0x06a39650>ID3D10Device::OpenSharedResource(<unknown type 157>, IID_IDXGISurface1, 0x0035F45C)
Frame 000001 ........POST: <S_OK><this=0x06a39650> ID3D10Device::OpenSharedResource(<unknown type 157>, IID_IDXGISurface1, 0x0035F45C)
Frame 000001 ........PRE: D3D10CreateStateBlock(0x00EDDB38, 0x0035EDC4, 0x00799E20)
An unhandled exception occurred.

And it crashes through PIX, not when I run straight from the folder.


Did you get rid of this problem? I'm able to render text just fine, but when I run my application through PIX, I get the exact same problem as above. Do I have to choose between running PIX or render text? That's a bit lame :(

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