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Adam Turner

D3D11CreateDeviceAndSwapChain - Cannot work out why the link errors occur

2 posts in this topic


Would like help with the D3D11CreateDeviceAndSwapChain when i implement it i receive LNK2019 and LNK1120:3. I would like help to resolve these issues and also perhaps help understanding the why as well.

I am trying to set up the window i recently developed to be linked through Dirct3D and the graphic(s) card.



Main Section Title
Explaining the Concept

The problem im facing as mentioned is link errors, im unsure why i am receiving the errors and the code looks just fine to me, i haven't programmed for nearly 4 years and i am very out of practice below i will link the code.

The code section that is causing the problem is:

        NULL, NULL, D3D11_SDK_VERSION, &scd,
        &swapchain, &d3d_device, NULL, &dev_context);

This is what is causing the problem in the program. I will show the full code in both the cpp and hpp file to help understand.


Using the Code

I have created a class for Direct3D to keep things easier for me while programming. I am unsure if this may have anything to do with the problem here.


#ifndef D3DAPP_HPP
#define D3DAPP_HPP

/////////////////////////////////////////////////////////////////////////////////////////////////// WINDOW STUFF ////////////////////////////////////////////////////////////////////////////////////////////////////////


// include the basic windows header file
#include <windows.h>
#include <windowsx.h>


// Long pointers to strings, constances for window class and title
const wchar_t lpszClassName[] = L"Window WindowClassEx"; // window class name
const wchar_t lpszTitleName[] = L"Window - 64bit 0.00"; // window title

// Define screen constant(s)
#define WINDOW_X        CW_USEDEFAULT    // x start draw coordinate
#define WINDOW_Y        CW_USEDEFAULT    // y start draw coordinate

#define WINDOW_WIDTH    800    // screen width
#define WINDOW_HEIGHT    600 // screen height

// Define macro message box(s)
//#define ERROR(g_msg)(MessageBoxW(g_hWnd, g_msg, L"ERROR", MB_ICONERROR)); // error handling message box
#define SUCCESSFUL(g_msg)(MessageBoxW(g_hWnd, g_msg, L"SUCCESS", NULL)); // success handling message box

#define MSG(g_msg)(MessageBoxW(g_hWnd,g_msg, L"Message", MB_ICONINFORMATION)); // error handling message box


// the handle for the window, filled by a function
HWND g_hWnd;
// this struct holds information for the window class
// this struct holds Windows event messages
MSG g_msg;


// window initialising functions here
bool f_WindowInit(HINSTANCE hInstance, HWND hWnd, int showWindow); // initialise the main window with the window class structure and the create window function

// application run time 
int f_EngineRun();

// the WindowProc function prototype
    UINT message,
    WPARAM wParam,
    LPARAM lParam);

/////////////////////////////////////////////////////////////////////////////////////////////////// WINDOW STUFF ////////////////////////////////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////////////////////// DIRECT3D STUFF ///////////////////////////////////////////////////////////////////////////////////////////////////////


// include directx header file
// #include <direct.h>
#include <d3d11.h>
#include <D3DX11.h>

class cD3D
    // call the constructor and initialise the deconstructor
    cD3D();    // constructor
    ~cD3D();    // deconstructor

    // Private member data type(s)
    IDXGISwapChain *swapchain;    // the pointer to the swap chain interface
    ID3D11Device *d3d_device;    // the pointer to our Direct3D device interface
    ID3D11DeviceContext *dev_context;    // the pointer to our Direct3D device context

    // Public function(s)
    bool f_D3DInit(HWND hWnd);    // initalise direct3d with the window and get a handle to the gfx card
    bool f_D3DCleanUp(void);    // clean up direct3d and release all memory back to the system

#endif // D3DAPP_HPP



#include <WindowInit.hpp> // include required definitions

////////////////////////////////////////////////////////////////////////////////////////////// WINDOW EXECUTION AND EVENTS //////////////////////////////////////////////////////////////////////////////////////////////


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
    HINSTANCE hPrevInstance,
    LPSTR lpCmdLine,
    int nCmdShow)
    // Initialise Window
    if (!f_WindowInit(hInstance, g_hWnd, nCmdShow))
        MessageBox(g_hWnd, L"ERROR - f_D3DWindowInit() failed to initialise!", NULL, NULL);
    };    // set up the window

    cD3D    d3d;

    // enter the main loop:
    return f_EngineRun();    // enter the main window message loop

// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
    // sort through and find what code to run for the message given
    switch (message)
    case WM_KEYDOWN:
        if (wParam == VK_ESCAPE)
        { // close the application entirely
            return 0;

        if (wParam == VK_F1)
        { // close the application entirely
            // PostQuitMessage(0);
            MSG(L"Hello im Adam's Window")
                return DefWindowProc(hWnd, message, wParam, lParam);

        // this message is read when the window is closed
    case WM_DESTROY:
        // close the application entirely
        return 0;
    } break;

    // Handle any messages the switch statement didn't
    return DefWindowProc(hWnd, message, wParam, lParam);

////////////////////////////////////////////////////////////////////////////////////////////// WINDOW EXECUTION AND EVENTS //////////////////////////////////////////////////////////////////////////////////////////////

/////////////////////////////////////////////////////////////////////////////////////////////// WINDOW INITALISATION STUFF //////////////////////////////////////////////////////////////////////////////////////////////


// Window initialisation 
bool f_WindowInit(HINSTANCE hInstance, HWND hWnd, int showWindow)
    // clear out the window class for use
    ZeroMemory(&g_wc, sizeof(WNDCLASSEX));

    // fill in the struct with the needed information
    g_wc.cbSize = sizeof(WNDCLASSEX);
    g_wc.style = CS_HREDRAW | CS_VREDRAW;
    g_wc.lpfnWndProc = WindowProc;
    g_wc.hInstance = hInstance;
    g_wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    g_wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
    g_wc.lpszClassName = lpszClassName;

    // register the window class
    if (!RegisterClassEx(&g_wc))
        ERROR(L"WindowClassEx failed to register!");

    // create the window and use the result as the handle
    g_hWnd = CreateWindowEx(NULL,

        // class, title and style
        lpszClassName, // name of the window class
        lpszTitleName, // title of the window
        WS_OVERLAPPEDWINDOW, // window style

        // window draw coordinate and size of window in pixels
        WINDOW_X, // x-position of the window
        WINDOW_Y, // y-position of the window
        WINDOW_WIDTH, // width of the window
        WINDOW_HEIGHT, // height of the window

        // state we have no parent window, not using menu's, attatch to window instance, multiple window's = false
        NULL, // we have no parent window, NULL
        NULL, // we aren't using menus, NULL
        hInstance, // application handle
        NULL); // used with multiple windows, NULL

    // test the value returned by CreateWindowEx stored in g_hWnd
    if (g_hWnd == 0)
        ERROR(L"CreateWindowEx failed to be created!");

    // display the window on the screen
    ShowWindow(g_hWnd, showWindow);

    return true;

// Main loop function
int f_EngineRun()
    while (GetMessage(&g_msg, NULL, 0, 0))
        // translate keystroke messages into the right format

        // send the message to the WindowProc function

    // return this part of the WM_QUIT message to Windows
    return g_msg.wParam;

/////////////////////////////////////////////////////////////////////////////////////////////// WINDOW INITALISATION STUFF //////////////////////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////////////////// DIRECT3D INITALISATION STUFF /////////////////////////////////////////////////////////////////////////////////////////////
bool cD3D::f_D3DInit(HWND hWnd)

    ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));

    scd.BufferCount = 1;
    scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    scd.OutputWindow = hWnd;
    scd.SampleDesc.Count = 4;
    scd.Windowed = TRUE;

        NULL, NULL, D3D11_SDK_VERSION, &scd,
        &swapchain, &d3d_device, NULL, &dev_context);

    return true;

bool cD3D::f_D3DCleanUp(void)

    return true;

Again when i add the

        NULL, NULL, D3D11_SDK_VERSION, &scd,
        &swapchain, &d3d_device, NULL, &dev_context);

I reveive the link error:

Error 31 error LNK2019: unresolved external symbol _D3D11CreateDeviceAndSwapChain@48 referenced in function "public: bool __thiscall cD3D::f_D3DInit(struct HWND__ *)" (?f_D3DInit@cD3D@@QAE_NPAUHWND__@@@Z) D:\Development\C++ Project(s)\Testing Area\Playing around with code\D3D_Engine__0_00\D3D_Engine__0_00\Main.obj D3D_Engine__0_00

followed by

Error 32 error LNK2019: unresolved external symbol "public: __thiscall cD3D::cD3D(void)" (??0cD3D@@QAE@XZ) referenced in function _WinMain@16 D:\Development\C++ Project(s)\Testing Area\Playing around with code\D3D_Engine__0_00\D3D_Engine__0_00\Main.obj D3D_Engine__0_00

Error 33 error LNK2019: unresolved external symbol "public: __thiscall cD3D::~cD3D(void)" (??1cD3D@@QAE@XZ) referenced in function _WinMain@16 D:\Development\C++ Project(s)\Testing Area\Playing around with code\D3D_Engine__0_00\D3D_Engine__0_00\Main.obj D3D_Engine__0_00

Error 34 error LNK1120: 3 unresolved externals D:\Development\C++ Project(s)\Testing Area\Playing around with code\D3D_Engine__0_00\Debug\D3D_Engine__0_00.exe 1 1 D3D_Engine__0_00






I have tried removing the class and nothing changes no matter how i get the result i desire from the program, please help.


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unresolved external symbol _D3D11CreateDeviceAndSwapChain

You didn’t link to D3D11.lib. Add it to your project linker includes or use #pragma comment( lib, "d3d11.lib" ).

unresolved external symbol "public: __thiscall cD3D::cD3D(void)

You never defined the constructor or destructor, assuming your posted code is complete in this regard.

L. Spiro

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Thank you for taking the time to review the problem and you are right, my linker was set to only look at the 64bit lib folder and not the x86 folder  of the SDK. So it couldn't find the "d3d11.lib" file.


And unfortunately the code is only half complete.


Thanks again tho i can now complete my code.


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