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Atemu

D3D11CreateDevice failed

31 posts in this topic

Little out of topic but don't you guys think microsoft is taking away what were the advantages (open platform, awesome tools even for indie devs, etc) of windows from windows 8 specially for gamers and game devs.

Pix is just one example , another big thing is they are closing windows platform starting from windows 8.

They are slowly becoming apple so why would we use windows anymore ?? Linux might be next big thing ?

I am not saying windows will go out of business or something but LINUX might emerge as a major platform for gamming in next few years, what do you guys think ?

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off topic

 

Do anyone ever notice anything different on your pc after windows updates (excluding the amount of processes running increasing over the years)? cause I really dont, and thats why I gave up on them much time ago.

I just dont see any logic, you update things to fix problems or to get new content. Ppl just blindly make windows updates...what did I missed not having ever updated my windows 7 (I actually did it a few times, my boot time slowed ridiculously and that was the only difference I perceived, then I undid all the times, and gave up trying)  and now being about to get windows 8? (the only single thing I can remember is having Unity displaying a message on the bottom bar saying some win updates where missing..Unity runs on my pc just like it runs at work)

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Hello all. I am sorry for reviving this old thread but I need help and this is relevant.

 

I bought a book for learning directX 2010 with visual studio 2010 and now its not working!

 

Is there no way I can make this book work?  Is it completely useless now?

 

 

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I bought a book for learning directX 2010 with visual studio 2010 and now its not working!

 

Is there no way I can make this book work?  Is it completely useless now?

Yes.
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and now its not working
Can you elaborate?

 

Sorry for the incompleteness.
The book uses a set of fixed classes with everything needed for a game.
Then you have to copy projects, creating a subclass that remove or add new functions.

Its difficult to control outdated headers.

 

What I mean with stopped working: I was learning to make different types of polygon

and the exact same settings and code that used to work

suddenly stopped working throwing this failed to create device.

 

I really hoped to have the time to use old book before moving on.

I think people should have the option to use old programs 

for learning purposes, before moving on.

 

I removed the patch and it started working again, now
I restarted the computer and no longer works again.
I guess the patch is back.

 

There the project is in the email.

You will have to 

 

 

//***************************************************************************************
// BoxDemo.cpp by Frank Luna (C) 2011 All Rights Reserved.
//
// Demonstrates rendering a colored box.
//
// Controls:
//		Hold the left mouse button down and move the mouse to rotate.
//      Hold the right mouse button down to zoom in and out.
//
//***************************************************************************************

#include "d3dApp.h"
#include "d3dx11Effect.h"
#include "MathHelper.h"



#include<D3DX11.h>

struct Vertex
{
	XMFLOAT3 Pos;
	XMFLOAT4 Color;
};

class BoxApp : public D3DApp
{
public:
	BoxApp(HINSTANCE hInstance);
	~BoxApp();

	bool Init();
	void OnResize();
	void UpdateScene(float dt);
	void DrawScene(); 

	void OnMouseDown(WPARAM btnState, int x, int y);
	void OnMouseUp(WPARAM btnState, int x, int y);
	void OnMouseMove(WPARAM btnState, int x, int y);

private:
	void BuildGeometryBuffers();
	void BuildFX();
	void BuildVertexLayout();

private:
	ID3D11Buffer* mBoxVB;
	ID3D11Buffer* mBoxIB;

	ID3DX11Effect* mFX;
	ID3DX11EffectTechnique* mTech;
	ID3DX11EffectMatrixVariable* mfxWorldViewProj;

	ID3D11InputLayout* mInputLayout;

	XMFLOAT4X4 mWorld;
	XMFLOAT4X4 mView;
	XMFLOAT4X4 mProj;

	float mTheta;
	float mPhi;
	float mRadius;

	POINT mLastMousePos;
};

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
				   PSTR cmdLine, int showCmd)
{
	// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
	_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
	

	BoxApp theApp(hInstance);

	if( !theApp.Init() )
		return 0;
	
	return theApp.Run();
}
 

BoxApp::BoxApp(HINSTANCE hInstance)
: D3DApp(hInstance), mBoxVB(0), mBoxIB(0), mFX(0), mTech(0),
  mfxWorldViewProj(0), mInputLayout(0), 
  mTheta(1.5f*MathHelper::Pi), mPhi(0.25f*MathHelper::Pi), mRadius(5.0f)
{
	mMainWndCaption = L"Box Demo";
	
	mLastMousePos.x = 0;
	mLastMousePos.y = 0;

	XMMATRIX I = XMMatrixIdentity();
	XMStoreFloat4x4(&mWorld, I);
	XMStoreFloat4x4(&mView, I);
	XMStoreFloat4x4(&mProj, I);
}

BoxApp::~BoxApp()
{
	ReleaseCOM(mBoxVB);
	ReleaseCOM(mBoxIB);
	ReleaseCOM(mFX);
	ReleaseCOM(mInputLayout);
}

bool BoxApp::Init()
{
	if(!D3DApp::Init())
		return false;

	BuildGeometryBuffers();
	BuildFX();
	BuildVertexLayout();

	return true;
}

void BoxApp::OnResize()
{
	D3DApp::OnResize();

	// The window resized, so update the aspect ratio and recompute the projection matrix.
	XMMATRIX P = XMMatrixPerspectiveFovLH(0.25f*MathHelper::Pi, AspectRatio(), 1.0f, 1000.0f);
	XMStoreFloat4x4(&mProj, P);
}

void BoxApp::UpdateScene(float dt)
{
	// Convert Spherical to Cartesian coordinates.
	float x = mRadius*sinf(mPhi)*cosf(mTheta);
	float z = mRadius*sinf(mPhi)*sinf(mTheta);
	float y = mRadius*cosf(mPhi);

	// Build the view matrix.
	XMVECTOR pos    = XMVectorSet(x, y, z, 1.0f);
	XMVECTOR target = XMVectorZero();
	XMVECTOR up     = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

	XMMATRIX V = XMMatrixLookAtLH(pos, target, up);
	XMStoreFloat4x4(&mView, V);
}

void BoxApp::DrawScene()
{
	md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::LightSteelBlue));
	md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);

	md3dImmediateContext->IASetInputLayout(mInputLayout);
    md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	UINT stride = sizeof(Vertex);
    UINT offset = 0;
    md3dImmediateContext->IASetVertexBuffers(0, 1, &mBoxVB, &stride, &offset);
	md3dImmediateContext->IASetIndexBuffer(mBoxIB, DXGI_FORMAT_R32_UINT, 0);

	// Set constants
	XMMATRIX world = XMLoadFloat4x4(&mWorld);
	XMMATRIX view  = XMLoadFloat4x4(&mView);
	XMMATRIX proj  = XMLoadFloat4x4(&mProj);
	XMMATRIX worldViewProj = world*view*proj;

	mfxWorldViewProj->SetMatrix(reinterpret_cast<float*>(&worldViewProj));

    D3DX11_TECHNIQUE_DESC techDesc;
    mTech->GetDesc( &techDesc );
    for(UINT p = 0; p < techDesc.Passes; ++p)
    {
        mTech->GetPassByIndex(p)->Apply(0, md3dImmediateContext);
        
		// 36 indices for the box.
		md3dImmediateContext->DrawIndexed(36, 0, 0);
    }

	HR(mSwapChain->Present(0, 0));
}

void BoxApp::OnMouseDown(WPARAM btnState, int x, int y)
{
	mLastMousePos.x = x;
	mLastMousePos.y = y;

	SetCapture(mhMainWnd);
}

void BoxApp::OnMouseUp(WPARAM btnState, int x, int y)
{
	ReleaseCapture();
}

void BoxApp::OnMouseMove(WPARAM btnState, int x, int y)
{
	if( (btnState & MK_LBUTTON) != 0 )
	{
		// Make each pixel correspond to a quarter of a degree.
		float dx = XMConvertToRadians(0.25f*static_cast<float>(x - mLastMousePos.x));
		float dy = XMConvertToRadians(0.25f*static_cast<float>(y - mLastMousePos.y));

		// Update angles based on input to orbit camera around box.
		mTheta += dx;
		mPhi   += dy;

		// Restrict the angle mPhi.
		mPhi = MathHelper::Clamp(mPhi, 0.1f, MathHelper::Pi-0.1f);
	}
	else if( (btnState & MK_RBUTTON) != 0 )
	{
		// Make each pixel correspond to 0.005 unit in the scene.
		float dx = 0.005f*static_cast<float>(x - mLastMousePos.x);
		float dy = 0.005f*static_cast<float>(y - mLastMousePos.y);

		// Update the camera radius based on input.
		mRadius += dx - dy;

		// Restrict the radius.
		mRadius = MathHelper::Clamp(mRadius, 3.0f, 15.0f);
	}

	mLastMousePos.x = x;
	mLastMousePos.y = y;
}

void BoxApp::BuildGeometryBuffers()
{
	// Create vertex buffer
    Vertex vertices[] =
    {
		{ XMFLOAT3(-1.0f, -1.0f, -1.0f), (const float*)&Colors::White   },
		{ XMFLOAT3(-1.0f, +1.0f, -1.0f), (const float*)&Colors::Black   },
		{ XMFLOAT3(+1.0f, +1.0f, -1.0f), (const float*)&Colors::Red     },
		{ XMFLOAT3(+1.0f, -1.0f, -1.0f), (const float*)&Colors::Green   },
		{ XMFLOAT3(-1.0f, -1.0f, +1.0f), (const float*)&Colors::Blue    },
		{ XMFLOAT3(-1.0f, +1.0f, +1.0f), (const float*)&Colors::Yellow  },
		{ XMFLOAT3(+1.0f, +1.0f, +1.0f), (const float*)&Colors::Cyan    },
		{ XMFLOAT3(+1.0f, -1.0f, +1.0f), (const float*)&Colors::Magenta }
    };

    D3D11_BUFFER_DESC vbd;
    vbd.Usage = D3D11_USAGE_IMMUTABLE;
    vbd.ByteWidth = sizeof(Vertex) * 8;
    vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vbd.CPUAccessFlags = 0;
    vbd.MiscFlags = 0;
	vbd.StructureByteStride = 0;
    D3D11_SUBRESOURCE_DATA vinitData;
    vinitData.pSysMem = vertices;
    HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mBoxVB));


	// Create the index buffer

	UINT indices[] = {
		// front face
		0, 1, 2,
		0, 2, 3,

		// back face
		4, 6, 5,
		4, 7, 6,

		// left face
		4, 5, 1,
		4, 1, 0,

		// right face
		3, 2, 6,
		3, 6, 7,

		// top face
		1, 5, 6,
		1, 6, 2,

		// bottom face
		4, 0, 3, 
		4, 3, 7
	};

	D3D11_BUFFER_DESC ibd;
    ibd.Usage = D3D11_USAGE_IMMUTABLE;
    ibd.ByteWidth = sizeof(UINT) * 36;
    ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    ibd.CPUAccessFlags = 0;
    ibd.MiscFlags = 0;
	ibd.StructureByteStride = 0;
    D3D11_SUBRESOURCE_DATA iinitData;
    iinitData.pSysMem = indices;
    HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mBoxIB));
}
 
void BoxApp::BuildFX()
{
	DWORD shaderFlags = 0;
#if defined( DEBUG ) || defined( _DEBUG )
    shaderFlags |= D3D10_SHADER_DEBUG;
	shaderFlags |= D3D10_SHADER_SKIP_OPTIMIZATION;
#endif
 
	ID3D10Blob* compiledShader = 0;
	ID3D10Blob* compilationMsgs = 0;
	HRESULT hr = D3DX11CompileFromFile(L"FX/color.fx", 0, 0, 0, "fx_5_0", shaderFlags, 
		0, 0, &compiledShader, &compilationMsgs, 0);

	// compilationMsgs can store errors or warnings.
	if( compilationMsgs != 0 )
	{
		MessageBoxA(0, (char*)compilationMsgs->GetBufferPointer(), 0, 0);
		ReleaseCOM(compilationMsgs);
	}

	// Even if there are no compilationMsgs, check to make sure there were no other errors.
	if(FAILED(hr))
	{
		DXTrace(__FILE__, (DWORD)__LINE__, hr, L"D3DX11CompileFromFile", true);
	}

	HR(D3DX11CreateEffectFromMemory(compiledShader->GetBufferPointer(), compiledShader->GetBufferSize(), 
		0, md3dDevice, &mFX));

	// Done with compiled shader.
	ReleaseCOM(compiledShader);

	mTech    = mFX->GetTechniqueByName("ColorTech");
	mfxWorldViewProj = mFX->GetVariableByName("gWorldViewProj")->AsMatrix();
}

void BoxApp::BuildVertexLayout()
{
	// Create the vertex input layout.
	D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
	{
		{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
		{"COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}
	};

	// Create the input layout
    D3DX11_PASS_DESC passDesc;
    mTech->GetPassByIndex(0)->GetDesc(&passDesc);
	HR(md3dDevice->CreateInputLayout(vertexDesc, 2, passDesc.pIAInputSignature, 
		passDesc.IAInputSignatureSize, &mInputLayout));
}
 


 

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question.

If I format one of my laptops. and reinstall an old windows 7 on it,

use no internet patches.

 

Can I make everything on that computer be like as if it was 2010?
So I can make the book work again?

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