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The problem I am essentially having (that nobody seems to want to answer or give guidance on) is how to elegantly handle the COM objects that the DirectX 11 API gives This reduces the amount of member functions since XXSetShaderResources exists for multiple shader types. S_FALSE0x1Success.   All of the constants with the prefix "E_" are error codes. Do not try to use a resource after you release it. http://beforeoverclock.com/directx-error/directx-error-directx-function-createpixelshader.php

Working... Example HashKey vertexBufferLoaderId = this -> graphicsEngine -> AddBuffers(bufferKeys, bufferDescriptions, bufferData, 5); This piece of code starts an object loading job for multiple ID3D11Buffer objects. However; ignoring a FAILED returned to your own code could potentially cause an exception when your application tries to move on to the next directx call, right? –GamerJ5 Sep 7 '14 This feature is not available right now.

S_false

bufferDescriptions and bufferData are parameters needed by direct3d to create the buffers. SafeRelease(&pItem); SafeRelease(&pFileOpen); return hr; } In this pattern, you release resources at the very end of the function. but isn't yet perfect so I'm getting the "out of memory" stuff. –DAG Sep 11 '15 at 17:06 It can be a bit flaky, yes, and it's unfortunate there

The last parameter holds the amount of buffers to load. My Intel card's version was somehow between two major versions. The class holds an array of loading threads currently loading objects. _com_error Description In your first example you could try again with different parameters if the first call fails. –Ross Ridge Sep 7 '14 at 21:23 add a comment| Your Answer draft saved

Is there something to check before entering BeginScene() -> EndScene() sequence ? _com_error Example Regardless of which pattern you adopt, robust code will obey the following rules. Also the 2 code samples are functionally equal –thumbmunkeys Sep 7 '14 at 20:48 add a comment| 2 Answers 2 active oldest votes up vote 3 down vote accepted DirectX is http://www.gamedev.net/topic/615186-direct-x-error-handling-good-practice/ I'm ok with how the COM objects interact together, all the interfacing with the DirectX API to achieve rendering.

Maximilian Laidback 67,086 views 2:04 DirectX 12 & Vulkan as Fast As Possible - Duration: 4:39. Hresult Values A correct call to DirectX won't cause an application crash but will instead return a S_OK or a FAILED. Add to Want to watch this again later? While working with Microsoft, Keith contributed to Office 97 Help content as well as content for the Word and PowerPoint Answer Wizards.Bibliographic informationTitleDirectX 8 and Visual Basic DevelopmentAuthorKeith SinkEditionillustratedPublisherSams Publishing, 2001ISBN0672322250,

_com_error Example

Jump on Fail After each method call, test for failure (not success). How to concentrate during conference talks where the quality of the presentation is poor? S_false Matt Guerrette 15,305 views 28:49 DirectX 11 Tutorial 00: WIN32 Setup - Duration: 38:58. S_ok Value Autoplay When autoplay is enabled, a suggested video will automatically play next.

Loading... check over here Updated for all the newest DirectX 11 technology, this book includes coverage of improved professional coding practices, an overview of the latest DirectX components and tools, sprites, text and font rendering, Topics include networked games, 3D multimedia applications, enable Force Feedback joystick devices in their own applications, multimedia applications that allow for multiple user input devices, and multimedia applications that use music The constants S_OK and S_FALSE are both success codes. Failed Hresult

there is no exception handling here. Loading... BeginScene() .. his comment is here xxnunes 6,260 views 1:10 Advanced C++ DirectX Game Programming Tutorial: Lesson 1 - Duration: 57:07.

This can be a quick way to test that the code path for handling the error works at the most basic level, although it is still good to check by stimulating C++ Hresult To String Advantages This pattern creates less nesting than the "nested ifs" pattern. In your first example, none of the output parameters (mswapChain mdevice mdeviceContext) will be set if it fails, so trying to use them after a failure will likely cause a crash.

My classes allow me to encapsulate this loading functionality nicely.

Release resources after they are used. And trying to find if I can do something to avoid this or just have to live with it. MSDN isn't perfect, but DirectX docs are pretty well-written. E_outofmemory Transcript The interactive transcript could not be loaded.

Browse other questions tagged c++ architecture directx11 design-patterns or ask your own question. Advantages Compatible with existing code that uses exception handling. My current solution, which includes: class cMain { public: cMain(); private: void Render(); cD3D m_d3d; //<---- this class initializes and encapsulates all my d3d com objects }; cMain::Render() { float colour[4] weblink How to politely decline my salary due to feeling I don't currently deserve it?

Dial knob in hotel bathroom Help with finding intermediates in the synthesis of Ritalin Make a "Ceeeeeeee" program LinearModelFit with Dataset Head, Shoulders, Knees and Toes, Knees and Toes Do more I am already checking if the device is lost or not, and call the render() only when the device is ready. If any method fails, all the remaining SUCCEEDED tests simply fail until the bottom of the function is reached. Some methods use S_FALSE to mean, roughly, a negative condition that is not a failure.

It's also worthwhile building some more benign error responses. Copy if (hr == D2DERR_UNSUPPORTED_PIXEL_FORMAT) { // Handle the specific case of an unsupported pixel format. } else if (FAILED(hr)) { // Handle other errors. } Patterns for Error Handling This Errors inside a loop require a special case. Why didn't Doctor Strange use the Eye of Agamotto to heal his hands?

And exceptions are not allowed to cross COM boundary. This function is a basic rendering sequence, ie. ID3D11Buffer on a different thread as the main thread. Then, put the next method call within the scope of the if statement.

See ASP.NET Ajax CDN Terms of Use – http://www.asp.net/ajaxlibrary/CDN.ashx. ]]> My AccountSearchMapsYouTubePlayNewsGmailDriveCalendarGoogle+TranslatePhotosMoreShoppingWalletFinanceDocsBooksBloggerContactsHangoutsEven more from GoogleSign inHidden fieldsBooksbooks.google.com - in any case they will be performed on next calls to rendering function .. D3D will swap those textures in and out of video memory as need be.If you can install the DirectX SDK on that laptop, then use the debug runtime to track down Please try again later.

Back to top Back to DirectX and XNA Old topic! This documentation is archived and is not being maintained. This reduces the code classes using COM have to write. directx directx11 share|improve this question edited Sep 11 '15 at 15:43 Josh Petrie♦ 73.3k12169273 asked Sep 11 '15 at 13:55 DAG 1234 add a comment| 2 Answers 2 active oldest votes

example: Instead of using for instance deviceContext -> VSSetShaderResources(slot, count, shaderResourceViews); one would use graphicsEngine -> SetShaderResources(ShaderType::VertexShader, slot, count, shaderResourceViews); ShaderType beeing a enumeration of all different shader types. Loading... You cannot reply to this topic 4 replies to this topic #1 amarhys Members -Reputation: 122 Like 0Likes Like Posted 17 November 2011 - 03:45 AM Hello,I am working on