• 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

Directx11 return code definition

6 posts in this topic

I'm using windows 8 with DirectX11 to create a desktop application.
The function D3D11CreateDeviceAndSwapChain has several possible return codes as described here.
Although I can check for many of them, the ones starting with D3DERR_, like D3DERR_INVALIDCALL are not defined.
Googling a bit I found out they should be defined in D3DX11core.h, which is not included in the sdk.
Am I missing something?

Share this post

Link to post
Share on other sites

I'm including the following, but it still can't find the definition.


#include <dxgi.h>
#include <d3dcommon.h>
#include <d3d11_1.h>
#include <d3dcompiler.h>

Share this post

Link to post
Share on other sites
just use #include <d3dx11.h> (or 11_1 if there is such a thing)

this may not get you the compiler though. it does gets you a DXGI device context, so it seems to include DXGI.

D3DERR_INVALIDCALL is defined in D3DX11core.h:


note that this is from the june 2010 sdk version of directx 11, not the win8 sdk version of dx11. there may be an 11.0 vs 11.1 version thing going on between them. Edited by Norman Barrows

Share this post

Link to post
Share on other sites

I searched the whole "windows kits\8.0\include" directory but the only definition of D3DERR_INVALIDCALL is inside d3d9helper.h.


Apparently the problem is just that the documentation is not updated about the fact that they dropped the error codes that begin with D3DERR_.

Inside winerror.h I could find all the definitions for dxgi, d3d10 and d3d11 errors, but they are named and defined differently, for example:


// DXGI error codes

// MessageText:
// The application made a call that is invalid. Either the parameters of the call or the state of some object was incorrect.
// Enable the D3D debug layer in order to see details via debug messages.



where _HRESULT_TYPEDEF_ is just


#define _HRESULT_TYPEDEF_(_sc) ((HRESULT)_sc)

Share this post

Link to post
Share on other sites

Apparently the problem is just that the documentation is not updated about the fact that they dropped the error codes that begin with D3DERR_.


i suspected something like this.


was there a specific directx 11.1 routine that said it returned d3derr_invalid call? no, cause you were using create dev & swap chain, just like i was a few days ago myself. so you were just trying to trap and process the documented return codes, eh?   too bad their docs suck.


as soon as i saw that create dev and swap chain returned s_ok instead of d3d_ok, i realized dx11 error codes are a whole new ballgame.


they apparently have both the june 2010 and win 8 docs posted on msdn, identical info. apparently true for june 2010 sdk, and not for win8 sdk. you may want to "send a comment to microsoft about this document".


Share this post

Link to post
Share on other sites

Yes, I was getting some errors so I wanted to catch all the possible return codes.


I sent a mail, hopefully they will update the documentation.


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

  • Similar Content

    • By lonewolff
      Hi Guys,
      I am revisiting an old DX11 framework I was creating a while back and am scratching my head with a small issue.
      I am trying to set the pixel shader resources and am getting the following error on every loop.
      As you can see in the below code, I am clearing out the shader resources as per the documentation. (Even going overboard and doing it both sides of the main PSSet call). But I just can't get rid of the error. Which results in the render target not being drawn.
      ID3D11ShaderResourceView* srv = { 0 }; d3dContext->PSSetShaderResources(0, 1, &srv); for (std::vector<RenderTarget>::iterator it = rtVector.begin(); it != rtVector.end(); ++it) { if (it->szName == name) { //std::cout << it->srv <<"\r\n"; d3dContext->PSSetShaderResources(0, 1, &it->srv); break; } } d3dContext->PSSetShaderResources(0, 1, &srv);  
      I am storing the RT's in a vector and setting them by name. I have tested the it->srv and am retrieving a valid pointer.
      At this stage I am out of ideas.
      Any help would be greatly appreciated
    • By bowerbirdcn
      hi, guys, how to understand the math used in CDXUTDirectionWidget ::UpdateLightDir 
      the  following code snippet is taken from MS DXTU source code
        D3DXMATRIX mInvView;
          D3DXMatrixInverse( &mInvView, NULL, &m_mView );
          mInvView._41 = mInvView._42 = mInvView._43 = 0;
          D3DXMATRIX mLastRotInv;
          D3DXMatrixInverse( &mLastRotInv, NULL, &m_mRotSnapshot );
          D3DXMATRIX mRot = *m_ArcBall.GetRotationMatrix();
          m_mRotSnapshot = mRot;
          // Accumulate the delta of the arcball's rotation in view space.
          // Note that per-frame delta rotations could be problematic over long periods of time.
          m_mRot *= m_mView * mLastRotInv * mRot * mInvView;
          // Since we're accumulating delta rotations, we need to orthonormalize 
          // the matrix to prevent eventual matrix skew
          D3DXVECTOR3* pXBasis = ( D3DXVECTOR3* )&m_mRot._11;
          D3DXVECTOR3* pYBasis = ( D3DXVECTOR3* )&m_mRot._21;
          D3DXVECTOR3* pZBasis = ( D3DXVECTOR3* )&m_mRot._31;
          D3DXVec3Normalize( pXBasis, pXBasis );
          D3DXVec3Cross( pYBasis, pZBasis, pXBasis );
          D3DXVec3Normalize( pYBasis, pYBasis );
          D3DXVec3Cross( pZBasis, pXBasis, pYBasis );
    • By YixunLiu
      I have a surface mesh and I want to use a cone to cut a hole on the surface mesh.
      Anybody know a fast method to calculate the intersected boundary of these two geometries?
    • By hiya83
      Hi, I tried searching for this but either I failed or couldn't find anything. I know there's D11/D12 interop and there are extensions for GL/D11 (though not very efficient). I was wondering if there's any Vulkan/D11 or Vulkan/D12 interop?
    • By lonewolff
      Hi Guys,
      I am just wondering if it is possible to acquire the address of the backbuffer if an API (based on DX11) only exposes the 'device' and 'context' pointers?
      Any advice would be greatly appreciated
  • Popular Now