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Directx Error Handling

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MSDN isn't perfect, but DirectX docs are pretty well-written. You can then throw an exception in your own code if that makes sense for your project. Transcript The interactive transcript could not be loaded. Add to Want to watch this again later? check over here

This documentation is archived and is not being maintained. done: // Clean up. Is there something to check before entering BeginScene() -> EndScene() sequence ? Throw on Fail Rather than jump to a label, you can throw an exception when a method fails.

S_false

Once an object is complete, a flag is set and the main thread makes the newly created object available in the public interface of the class. D3D.h: #include #include #include class D3D { public: D3D(HWND hWnd); ~D3D(); ID3D11Device* GetDevice(); ID3D11DeviceContext* GetDevCon(); ID3D11RenderTargetView* GetRenderTarget(); IDXGISwapChain* GetSwapChain(); private: D3D(); D3D(const D3D&); UINT32 m_test; void Clean(); ID3D11Device* Watch QueueQueueWatch QueueQueue Remove allDisconnect The next video is startingstop Loading... Restarting Mathematica automatically Why did the Avro Vulcan use a delta wing?

I normally set the debug output level to one below maximum.By the way for textures without an alpha channel DXT1 is half the size of the other DXT formats, and no You can do this by dispatching a compute shader containing an infinite loop, such as the following: cs.hlsl RWBuffer dummyUAV; cbuffer dummyCB {uint zero;} [numthreads(256, 1, 1)] void main(uint3 id : This is the first time I programmed a thing like that so I'm curious to know whether it helped you and what do you think of it. _com_error Description 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.

Various SDK headers define various HRESULT constants. Hard data on students' reasons for being students multline, split more hot questions question feed default about us tour help blog chat data legal privacy policy work here advertising info mobile Category Howto & Style License Standard YouTube License Show more Show less Loading... http://www.gamedev.net/topic/615186-direct-x-error-handling-good-practice/ Alternatively, am I thinking about this too much?

result = mEstablishHW(); if (!result) { return false; } Is there an alternative approach that would provide strong exception safety without a performance impact? Hresult Values hr might be another success code. } // Right. more stack exchange communities company blog Stack Exchange Inbox Reputation and Badges sign up log in tour help Tour Start here for a quick overview of the site Help Center Detailed Purpose of having good credit when you are well-off?

_com_error Example

Loading... https://msdn.microsoft.com/en-us/library/windows/desktop/ms691242(v=vs.85).aspx A common set of system-wide codes is defined in WinError.h. S_false Generally, if your code throws exceptions, you should follow the RAII (Resource Acquisition is Initialization) pattern. S_ok Value pItem->Release(); } } pFileOpen->Release(); } return hr; } Advantages Variables can be declared with minimal scope.

E_POINTER0x80004003NULL was passed incorrectly for a pointer value. http://infiniglobalnet.com/directx-error/directx-error.html Jump to content Google Sign in options Remember me This is not recommended for shared computers Sign in anonymously Don't add me to the active users list Privacy Policy Sign Rating is available when the video has been rented. Why didn't Doctor Strange use the Eye of Agamotto to heal his hands? Failed Hresult

Resources are released at one point in the code. Simple error handling will greatly improve the coding experience throughout these tutorials.DXERR: http://blogs.msdn.com/b/chuckw/archiv... The constants S_OK and S_FALSE are both success codes. this content I decided not to check the status of DirectX calls during the rendering (I just check, before using a texture for example, that the texture has been correctly loaded, if not,

If an error occurs, some pointers might be invalid when the function exits. C++ Hresult To String share|improve this answer edited Feb 6 '15 at 13:46 answered Feb 6 '15 at 13:35 Sébastien Garmier 1314 Ok, so basically, I eventually went with the Service Locator design Join them; it only takes a minute: Sign up DirectX Exception handling up vote 0 down vote favorite I'm following the rastertek tutorial on DirectX while also studying Exception-Safety in Generic

Lots of game development guides talk about how to handle the game objects themselves, like monsters and characters and all that kind of thing.

Loading... This reduces the code classes using COM have to write. As Wendy's career in computers took off, she branched out, teaching herself Windows programming and then jumping into the dot-com world for a bit. E_outofmemory Sign in Transcript Statistics 5,146 views 41 Like this video?

example: hr = this -> device -> CreateSamplerState(samplerDescriptions[i], &samplerState); if(!SUCCEEDED(hr)) { // error handler here } This code is contained inside a method called GraphicsEngine::AddSamplerStates. Back to top #5 mhagain Crossbones+ -Reputation: 12411 Like 0Likes Like Posted 18 November 2011 - 02:46 PM If you're testing for hr == D3D_OK as your success condition then How might a government pass a law without the population knowing? have a peek at these guys Instead, they use C-style return codes, which are called HRESULT, to indicate errors.

Not the answer you're looking for? The class holds an array of loading threads currently loading objects. Thanks in advance for your answer.-amarhys Back to top #2 Adam_42 Crossbones+ -Reputation: 3464 Like 0Likes Like Posted 17 November 2011 - 07:25 AM What error code do you get That is, every resource should be managed by an object whose destructor guarantees that the resource is correctly released.

asked 1 year ago viewed 1725 times active 1 year ago Related 2handling errors in a framework5Managing Shaders and Objects in DirectX 116How best to handle ID3D11InputLayout in rendering code?2Creating a E_UNEXPECTED0x8000FFFFUnexpected condition. It doesn't mean you should write if/else each time. LuaLaTeX: [draft] option clash for package graphicx when loaded after fontspec Basic question - weight and force In a pudding I eat, I give bread its potential What is the difference

My classes allow me to encapsulate this loading functionality nicely. Advantages This pattern creates less nesting than the "nested ifs" pattern. Yes No Additional feedback? 1500 characters remaining Submit Skip this Thank you! If a call fails, the function makes multiple unneeded error checks, instead of exiting the function immediately.

This example uses the SafeRelease function; smart pointers are also a good choice. I would guess the latest Intel driver installer is attempting to bypass ugly "device removed" errors... Can Mage Hand wield a Shield? jose rojas 1,492 views 1:02:32 Direct3D 11 Graphics Programming Demo - Duration: 0:43.

Wendy can now be found at Electronic Art's Tiburon studio in Orlando working with some wonderfully talented people on Next Generation consoles. Regardless of which pattern you adopt, robust code will obey the following rules. I need the device and the device context in various parts of the program, but I want to avoid coupling every aspect of my program tightly to that. I figure how I handle resource loading and access will be linked relatively tightly to how I handle the rendering process, and I want to get it right early on to