# DX12 [DX12] Unable to fix DXGI_ERROR_INVALID_CALL while calling CreateSwapChain

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I'm getting DXGI_ERROR_INVALID_CALL while calling CreateSwapChain. Here's my code to create command queue.

D3D12_COMMAND_QUEUE_DESC cqDesc = {};
SecureZeroMemory(&cqDesc, sizeof(cqDesc));
cqDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
cqDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
SecureZeroMemory(&g_pCommandQueue, sizeof(g_pCommandQueue));
hr = g_pDevice->CreateCommandQueue(&cqDesc, IID_PPV_ARGS(&g_pCommandQueue));
if (FAILED(hr)) {
return false;
}

Here's where I'm calling CreateSwapChain()

DXGI_MODE_DESC bBuffDesc = {}; //To describe the display model.
SecureZeroMemory(&bBuffDesc, sizeof(bBuffDesc));
bBuffDesc.Height = Height; // ** Might have to give condition for windowed mode
bBuffDesc.Width = Width;
bBuffDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bBuffDesc.RefreshRate.Denominator = Denominator;
bBuffDesc.RefreshRate.Numerator = Numerator;
bBuffDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
bBuffDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
DXGI_SAMPLE_DESC sampleDesc; //To describe multi-sampling preference.
sampleDesc.Count = 1; //We are not using multi-sampling. We take 1 sample per pixel.
sampleDesc.Quality = 0; // no antialiasing
DXGI_SWAP_CHAIN_DESC swapChainDesc = {}; //To describe the swap chain.
SecureZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
swapChainDesc.BufferCount = g_cnFrameBufferCount;
swapChainDesc.BufferDesc = bBuffDesc;
swapChainDesc.SampleDesc = sampleDesc;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; //Tells the pipeline that this is a remder target and not a shader input.
swapChainDesc.OutputWindow = hwnd;
//swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY;
//swapChainDesc.Windowed = false;
if (g_bWindowed) { // Windowed mode
swapChainDesc.Windowed = true;
}
else { //Full-Screen mode
swapChainDesc.Windowed = false;
}

SecureZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

IDXGISwapChain * tempSwapChain = nullptr;

hr = dxgiFactory->CreateSwapChain(g_pCommandQueue, &swapChainDesc, &tempSwapChain);

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I haven’t had a chance to look into the details of Direct3D 12, but of note:

D3D12_COMMAND_QUEUE_DESC cqDesc = {};
SecureZeroMemory(&cqDesc, sizeof(cqDesc)); // USELESS.

DXGI_MODE_DESC bBuffDesc = {}; //To describe the display model.
SecureZeroMemory(&bBuffDesc, sizeof(bBuffDesc));  // USELESS.

DXGI_SWAP_CHAIN_DESC swapChainDesc = {}; //To describe the swap chain.
SecureZeroMemory(&swapChainDesc, sizeof(swapChainDesc)); // USELESS.

Why call SecureZeroMemory() on memory that is already set to 0? It only increases the risk that you accidentally buffer-overflow, and if it is not optimized out then it also wastes cycles.

This is not your problem, this time.  But worth mentioning.  Remove these calls to SecureZeroMemory().

L. Spiro

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Thanks Spiro :) Sure I'll remove that...

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An other thing I noted is that when I set swapChainDesc.Windowed = true (ie. Windowed mode) hr is giving S_OK

Edited by ngub05

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Same question as I had on your StackOverflow question. Why do you SecureZeroMemory your swapChainDesc *after* you've filled it out?

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Same question as I had on your StackOverflow question. Why do you SecureZeroMemory your swapChainDesc *after* you've filled it out?

Haha.. Happy to see you here too Adam. And of curse that was a mistake from my part. I've edited my SO Qn details, considering your suggestions. Here i haven't edited the question details to be in sync with your reply.  Still the problem persists. :(

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An other thing I noted is that when I set swapChainDesc.Windowed = true (ie. Windowed mode) hr is giving S_OK

If you want create a full-screen application you should call setFullscreenState and then calling ResizeBuffer on WM_SIZE message and not set windowed attribute of the swap-chain to false, instead you should first create a windowed application and then call ResizeBuffer after SetFullscreenState.

I was aware that setting windowed = false creates a borderless maximized window fullscreen window, but looks like this does not work very well..

EDIT: if you want to create a border-less maximized window instead, you must set the win32 style at the window creation and set the win32 window size to match and cover the screen size: instead using DWM this will enable dFlip/iFlip composition.

Edited by Alessio1989

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