• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
SIIYA

Pure device question

10 posts in this topic

Hi all,

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!
0

Share this post


Link to post
Share on other sites

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.

2

Share this post


Link to post
Share on other sites
It works on reference device too. So what does this mean? Is it driver specific and I can't count on it to work on other drivers? I don't use these illegal functions anyway, I just wanted to know. Edited by SIIYA
0

Share this post


Link to post
Share on other sites

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?

0

Share this post


Link to post
Share on other sites
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). Edited by SIIYA
0

Share this post


Link to post
Share on other sites

It's possible something else has hooked the device creation and not passed through the pure flag. Obvious candidates are programs like FRAPS, and Steam which draw on top of the rendered image.

0

Share this post


Link to post
Share on other sites
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).

0

Share this post


Link to post
Share on other sites
<blockquote class="ipsBlockquote" data-author="mhagain" data-cid="5022477"><p>&nbsp;<br />Is this on a Vista/7/8 machine?&nbsp; On these a pure device <em>may</em> be disabled - see: <a data-cke-saved-href="http://msdn.microsoft.com/en-us/library/windows/hardware/ff539634(v=vs.85).aspx" href="http://msdn.microsoft.com/en-us/library/windows/hardware/ff539634(v=vs.85).aspx">http://msdn.microsoft.com/en-us/library/windows/hardware/ff539634(v=vs.85).aspx</a><br /><br /></p><blockquote class="ipsBlockquote"><p>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.</p></blockquote>&nbsp;<br /><p><br /></p></blockquote><br /><br />This is it. Thank you very much for this link, I didn't know this.<br /><br />And thank you all guys<br />
0

Share this post


Link to post
Share on other sites
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).aspx

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.
 
This is it. Thank you very much for this link, I didn't know this.

And thank you all guys
0

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  
Followers 0