• 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
yoelshoshan

Commands Recording

4 posts in this topic

Hi all,

I need to serialize DX9 commands to file.

 

It generally works quite well, but I encountered a case which I don't really understand,

and would really appreciate your help.

 

In a certain game (not mine, a commercial game), there is a LockRect() called on a surface.

The surface details are:

Format	D3DFMT_A8R8G8B8 (21)	_D3DFORMAT
Type	D3DRTYPE_SURFACE (1)	_D3DRESOURCETYPE
Usage	1	unsigned long
Pool	D3DPOOL_DEFAULT (0)	_D3DPOOL
MultiSampleType	D3DMULTISAMPLE_NONE (0)	_D3DMULTISAMPLE_TYPE
MultiSampleQuality	0	unsigned long
Width	1280	unsigned int
Height	720	unsigned int

However, when the LockRect() function returns, the returned pitch is 1024.
This kinda destroys all I understood about pitch :/

I thought that the pitch should be at least width * pixel_size, which in this case is (1280 * 4) = .5120, which is much higher than 1024 ...

Note:
1. As you can see, this is not a compressed format.
2. The lock flag contain only D3DLOCK_NOSYSLOCK.
Which AFAIK, apart from describing not doing a sys-lock, also means it's both read+write,
since there's no other flag.
3. The "RECT* pRect" argument in LockRect() is NULL.

Can you help me understand what is going on?

Thanks,
Yoel.

Edited by yoelshoshan
0

Share this post


Link to post
Share on other sites

Those are very strange results indeed!

 

However, note that usage is 1 (AKA D3DUSAGE_RENDERTARGET) and the pool is D3DPOOL_DEFAULT. It's not valid to call LockRect on such a surface! What's the returned HRESULT value? It should be D3DERR_INVALIDCALL.

 

This game should be using GetRenderTargetData instead of LockRect...

2

Share this post


Link to post
Share on other sites

Sorry, I forgot to mention, the ret value is S_OK.

 

When I switch to Directx debug runtime, it doesn't happen anymore, which leaves me even more puzzled.

 

When I use the DirectX release RT, the call stack is:

 

Recorder.dll!IDirect3DSurface9_Recorder::LockRect(_D3DLOCKED_RECT * pLockedRect, const tagRECT * pRect, unsigned long Flags) Line 495	C++
D3DX9_43.dll!D3DXTex::CLockSurface::Lock(struct D3DX_BLT *,struct IDirect3DSurface9 *,struct tagPALETTEENTRY const *,struct tagRECT const *,unsigned long,unsigned long)	Unknown
 D3DX9_43.dll!_D3DXLoadSurfaceFromMemory@40()	Unknown
 D3DX9_43.dll!_D3DXLoadVolumeFromResourceW@36()	Unknown
 D3DX9_43.dll!_D3DXCreateTextureFromFileInMemoryEx@60()	Unknown
...

0

Share this post


Link to post
Share on other sites

I believe that this is allowed with D3DPRESENTFLAG_LOCKABLE_BACKBUFFER, so maybe you've got that at device creation time?  If so, S_OK is expected, but still doesn't explain the weird pitch value.

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