# IDirect3D9Ex::CreateDeviceEx fails with D3DERR_INVALIDCALL only on one OS

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This works on an Windows 8 machine, but not on a Windows 7 Embedded machine.

Here are the values I am giving the presentation params.

The parameters to the method are as follows.

CreateDeviceEx(0,
D3DDEVTYPE_HAL,
displayWindow,
presentationParams,
NULL,
&device);


Does anyone have an idea as to why I am getting D3DERR_INVALIDCALL?

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UPDATE: The problem goes away when I use D3DMULTISAMPLE_NONE instead of D3DMULTISAMPLE_NONMASKABLE, but it the application. I'm not familiar with Direct3D to know why this is the case. Here is the code that renders pixels from a buffer.

HRESULT D3D9RenderImpl::CaptureDisplayFrame(BYTE* pBuffer, INT* width, INT* height, INT* stride)
{
CComPtr<IDirect3DSurface9> pTargetSurface;
CComPtr<IDirect3DSurface9> pTempSurface;
HR(m_pDevice->GetRenderTarget(0, &pTargetSurface));
D3DSURFACE_DESC desc;
HR(pTargetSurface->GetDesc(&desc));
if(!pBuffer)
{
*width = desc.Width;
*height = desc.Height;
*stride = desc.Width * 4; // Always ARGB32
return S_OK;
}
HR(m_pDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &pTempSurface, NULL));
HR(m_pDevice->GetRenderTargetData(pTargetSurface, pTempSurface));
D3DLOCKED_RECT d3drect;
HR(pTempSurface->LockRect(&d3drect, NULL, D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY));
BYTE* pFrame = (BYTE*)d3drect.pBits;
memcpy(pBuffer, pFrame, desc.Height * d3drect.Pitch);
return pTempSurface->UnlockRect();
}


Any help would be appreciated.

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I fixed it by enabling some 3D options in Intel's graphics properties (i7).

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I'm no D3D guru, but I should imagine there's a way to check the device caps to verify if your multisampling is supported. Then you can validate if the machine meets your minimum requirements and spit out a more descriptive error message if not.

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I'm no D3D guru, but I should imagine there's a way to check the device caps to verify if your multisampling is supported. Then you can validate if the machine meets your minimum requirements and spit out a more descriptive error message if not.

there is a get device caps method, that return a flag with all available caps.

Doing a check with a & caps.whatneeded, you can know what you need.

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I'm no D3D guru, but I should imagine there's a way to check the device caps to verify if your multisampling is supported.

IDirect3D9::CheckDeviceMultiSampleType :)

However, unless you want everything to be MSAA'ed (including 2D HUD, post-processing, erx...), then you shouldn't create a multisampled back-buffer upon device creation. Instead, you can use IDirect3DDevice9::CreateRenderTarget to create an MSAA off-screen buffer, and then resolve it to the backbuffer (or another destination) with StretchRect.

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