最近,我在使用 DirectX 9 的 3D 应用程序中发现了一个错误。该错误是每次我 alt-tab 或 ctrl-alt-delete 时,程序都会冻结或似乎什么也不做。我环顾四周,发现我需要使用IDirect3DDevice9::TestCooperativeLevel
和重置我的设备IDirect3DDevice9::Reset
。但我目前正在努力的是(据我所知)在我Reset
使用设备之前,我需要释放资源D3DPOOL_MANAGE
重置设备之前释放资源并在重置后重新分配资源给它?我该怎么做呢?下面是我的设备重置代码(在IsDeviceLost()
函数中)。
DirectX.h
#pragma once
#pragma comment(lib, "d3d9.lib")
#include<d3d9.h>
#include<d3dx9math.h>
#include"Window.h"
#include"Vertex.h"
#include"Shader.h"
#define VERTEXFORMAT (D3DFVF_XYZ | D3DFVF_TEX1) //Flags for the Flexible Vertex Format (FVF)
class Shader;
class DirectX
{
public:
DirectX(std::string windowTitle, int x, int y, unsigned int windowWidth, unsigned int windowHeight, bool fullscreen);
virtual ~DirectX();
static LPDIRECT3D9 direct3D;
static LPDIRECT3DDEVICE9 device;
static IDirect3DVertexDeclaration9* vertexDec;
static ID3DXEffect* currentShaderEffect;
void CheckShaderVersion();
bool IsDeviceLost();
protected:
D3DPRESENT_PARAMETERS direct3DPresPara;
Window *window;
unsigned int width;
unsigned int height;
D3DXMATRIX projMatrix;
private:
void Initialize(bool fullscreenMode);
};
直接.cpp
#include"DirectX.h"
LPDIRECT3D9 DirectX::direct3D = NULL;
LPDIRECT3DDEVICE9 DirectX::device = NULL;
IDirect3DVertexDeclaration9* DirectX::vertexDec = NULL;
ID3DXEffect* DirectX::currentShaderEffect = NULL;
DirectX::DirectX(std::string windowTitle, int x, int y, unsigned int windowWidth, unsigned int windowHeight, bool fullscreen)
{
width = windowWidth;
height = windowHeight;
window = new Window(windowTitle.c_str(), windowWidth, windowHeight, x, y, fullscreen);
Initialize(fullscreen);
D3DXMatrixPerspectiveFovLH( &projMatrix,
D3DXToRadian(45),
(float)width/(float)height,
1.0f,
15000.0f);
//device->SetTransform(D3DTS_PROJECTION, &projMatrix);
}
DirectX::~DirectX()
{
direct3D->Release();
device->Release();
vertexDec->Release();
delete vertexDec;
delete currentShaderEffect;
delete window;
}
void DirectX::Initialize(bool fullscreenMode)
{
direct3D = Direct3DCreate9(D3D_SDK_VERSION);
ZeroMemory(&direct3DPresPara, sizeof(direct3DPresPara));
switch(fullscreenMode)
{
case true:
direct3DPresPara.Windowed = false;
break;
case false:
direct3DPresPara.Windowed = true;
}
direct3DPresPara.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; //turns off VSync, comment this line of code to turn VSync back on
direct3DPresPara.SwapEffect = D3DSWAPEFFECT_DISCARD;
direct3DPresPara.hDeviceWindow = window->GetHandle();
direct3DPresPara.BackBufferFormat = D3DFMT_X8R8G8B8;
direct3DPresPara.BackBufferWidth = width;
direct3DPresPara.BackBufferHeight = height;
direct3DPresPara.EnableAutoDepthStencil = TRUE;
direct3DPresPara.AutoDepthStencilFormat = D3DFMT_D16;
direct3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window->GetHandle(), D3DCREATE_SOFTWARE_VERTEXPROCESSING, &direct3DPresPara, &device);
D3DVERTEXELEMENT9 vertexElement[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()};
device->CreateVertexDeclaration(vertexElement, &vertexDec);
//currentShaderEffect = 0;
}
void DirectX::CheckShaderVersion()
{
D3DCAPS9 caps;
device->GetDeviceCaps(&caps);
bool stop = false;
int i = 6;
while(!stop)
{
if(caps.VertexShaderVersion < D3DVS_VERSION(i, 0))
{
i--;
}
else
{
std::cout << "you are using shader model " << i << std::endl;
stop = true;
}
}
//std::cout << caps.VertexShaderVersion << std::endl;
//std::cout << D3DVS_VERSION(3, 0) << std::endl;
}
bool DirectX::IsDeviceLost()
{
HRESULT result = device->TestCooperativeLevel();
if(result == D3DERR_DEVICELOST)
{
Sleep(20); //Sleep for a little bit then try again.
return true;
}
else if(result == D3DERR_DRIVERINTERNALERROR)
{
MessageBox(0, "Internal Driver Error. The program will now exit.", 0, 0);
PostQuitMessage(0);
return true;
}
else if(result == D3DERR_DEVICENOTRESET)
{
device->Reset(&direct3DPresPara);
return false;
}
else
{
return false;
}
}
任何帮助或建议将不胜感激。谢谢