这是一个边缘案例,但我正在开发一个使用多个显示器的游戏。出于这个问题范围之外的原因,我使用的是“多设备方法”而不是交换链。我的代码类似于以下示例:
http://www.codesampler.com/dx9src/dx9src_1.htm#dx9_multiple_devices
我正在努力解决的问题是,是否可以在真正的全屏幕中运行两个窗口(即d3dpp.Windowed = FALSE;
)。目前我第二次打电话给CreateDevice
时遇到'无效参数'HRESULT。如果窗口的一个是全屏的,它可以正常工作,但不能同时工作。我希望有一个设置让这项工作尽管......
提前干杯
答案 0 :(得分:7)
根据Direct3D 9文档(Working with Multiple Monitor Systems):“实际意义是多监视器应用程序可以将多个设备置于全屏模式,但只有当所有这些设备都用于不同的适配器时,才会创建通过相同的Direct3D9对象,并且所有对象都共享相同的焦点窗口。“
您会注意到每个设备初始化有两个窗口句柄;演示窗口和焦点窗口。焦点窗口(传入IDirect3D9::CreateDevice)用于处理事件,例如从前景切换到背景或Alt + Tab。演示窗口传入D3DPRESENT_PARAMETERS结构,仅用作Direct3D的画布。
您应该将您创建的其中一个窗口(可能是第一个窗口)标记为焦点窗口。在设备之间共享焦点窗口,但保持“画布”(演示)窗口分开。
编辑: This也可以为您提供帮助。
为两个设备创建一个焦点窗口。
(可选)为第一个适配器创建设备窗口。
为第二个适配器创建设备窗口。
创建direct3d9上下文。
使用它来创建两个设备。
使用共享焦点窗口和(可选)第一个设备窗口创建第一个全屏设备。
使用共享焦点窗口和第二个设备窗口创建第二个全屏设备。
重置第一台设备。
共享焦点窗口作为参数直接传递给CreateDevice。
设备窗口在表示参数结构中传递。
答案 1 :(得分:3)
Q> 目前,我第二次调用CreateDevice时遇到'无效的params'HRESULT。如果其中一个窗口,它工作正常 全屏,但不是两者兼而有之。
因为您使用相同的适配器ID创建了两个不同的设备。将第二个创建设备调用使用adater id作为1!
创建设备2或3或4后要执行的重要步骤... 重置设备1(默认设备ID为0)。
Create Device 1
Create Device 2
........
........
Create Device n
Reset Device 1
为了让您和您的生活更轻松,我添加了一个工作代码,以支持全屏多个监视器(Directx 9)。请注意,我已经从您在问题中提到的网络链接中提取的示例代码中添加/更改了几行代码。
#define STRICT
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <mmsystem.h>
#include <stdio.h>
#include <d3d9.h>
#include <d3dx9.h>
#include "resource.h"
// define the screen resolution
#define SCREEN_WIDTH 1920
#define SCREEN_HEIGHT 1080
//-----------------------------------------------------------------------------
// GLOBALS
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL;
HWND g_hWnd_0 = NULL; // Handle to the first window
HWND g_hWnd_1 = NULL; // Handle to the second window
LPDIRECT3DDEVICE9 g_pd3dDevice_0 = NULL; // Direct3d device for the first window
LPDIRECT3DDEVICE9 g_pd3dDevice_1 = NULL; // Direct3d device for the second window
LPD3DXMESH g_pTeapotMesh_0 = NULL; // The two devices can't share resources, so we'll
LPD3DXMESH g_pTeapotMesh_1 = NULL; // have to create two meshes... one for each device
D3DMATERIAL9 g_teapotMtrl;
D3DLIGHT9 g_pLight0;
LPD3DXFONT g_pd3dxFont = NULL;
DWORD g_dwBackBufferWidth = 0;
DWORD g_dwBackBufferHeight = 0;
bool windowed = false;
float g_fSpinX = 0.0f;
float g_fSpinY = 0.0f;
double g_dElpasedFrameTime = 0.0f;
double g_dElpasedAppTime = 0.0f;
double g_dCurrentTime = 0.0f;
double g_dLastTime = 0.0f;
struct Vertex
{
float x, y, z; // Position of vertex in 3D space
float nx, ny, nz; // Normal for lighting calculations
DWORD diffuse; // Diffuse color of vertex
enum FVF
{
FVF_Flags = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE
};
};
#define TWO
//-----------------------------------------------------------------------------
// PROTOTYPES
//-----------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow);
LRESULT CALLBACK WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
void CreateFont(void);
void init_0(void);
void init_1(void);
void shutDown_0(void);
void shutDown_1(void);
void render_0(void);
void render_1(void);
void LoadModels(void);
void ResetDevice(void);
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
int WINAPI WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow )
{
WNDCLASSEX winClass;
MSG uMsg;
bool deviceReset = FALSE;
memset(&uMsg,0,sizeof(uMsg));
winClass.lpszClassName = "MY_WINDOWS_CLASS";
winClass.cbSize = sizeof(WNDCLASSEX);
winClass.style = CS_HREDRAW | CS_VREDRAW;
winClass.lpfnWndProc = WindowProc;
winClass.hInstance = hInstance;
winClass.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_DIRECTX_ICON);
winClass.hIconSm = LoadIcon(hInstance, (LPCTSTR)IDI_DIRECTX_ICON);
winClass.hCursor = LoadCursor(NULL, IDC_ARROW);
winClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winClass.lpszMenuName = NULL;
winClass.cbClsExtra = 0;
winClass.cbWndExtra = 0;
if(!RegisterClassEx( &winClass) )
return E_FAIL;
//
// Create window #0...
//
g_hWnd_0 = CreateWindowEx( NULL, "MY_WINDOWS_CLASS",
"Direct3D (DX9) - Multiple Devices (Window #0)",
WS_EX_TOPMOST | WS_POPUP, // fullscreen values /* WS_OVERLAPPEDWINDOW | WS_VISIBLE,*/
0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL );
if( g_hWnd_0 == NULL )
return E_FAIL;
ShowWindow( g_hWnd_0, nCmdShow );
UpdateWindow( g_hWnd_0 );
#ifdef TWO
//
// Create window #1...
//
g_hWnd_1 = CreateWindowEx( NULL, "MY_WINDOWS_CLASS",
"Direct3D (DX9) - Multiple Devices (Window #1)",
WS_EX_TOPMOST | WS_POPUP, // fullscreen values /* WS_OVERLAPPEDWINDOW | WS_VISIBLE,*/
1920, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL );
if( g_hWnd_1 == NULL )
return E_FAIL;
ShowWindow( g_hWnd_1, nCmdShow );
UpdateWindow( g_hWnd_1 );
#endif
//
// Init Direct3D usage on both windows...
//
init_0();
#ifdef TWO
init_1();
#endif
ResetDevice(); // Important !!!
LoadModels();
while( uMsg.message != WM_QUIT )
{
if( PeekMessage( &uMsg, NULL, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &uMsg );
DispatchMessage( &uMsg );
}
else
{
g_dCurrentTime = timeGetTime();
g_dElpasedFrameTime = g_dCurrentTime - g_dLastTime; // How much time has passed since the last frame?
g_dElpasedAppTime += g_dElpasedFrameTime; // How much time has passed overall for the application?
g_dLastTime = g_dCurrentTime;
render_0();
#ifdef TWO
render_1();
#endif
}
}
//
// Cleanup Direct3D usage on both windows...
//
#ifdef TWO
shutDown_1();
#endif
shutDown_0();
UnregisterClass( "MY_WINDOWS_CLASS", winClass.hInstance );
return uMsg.wParam;
}
void ResetDevice(void)
{
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = windowed;
d3dpp.hDeviceWindow = g_hWnd_0;
d3dpp.SwapEffect = D3DSWAPEFFECT_FLIP;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH; // set the width of the buffer
d3dpp.BackBufferHeight = SCREEN_HEIGHT; // set the height of the buffer
d3dpp.BackBufferCount = 1;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
g_pd3dDevice_0->Reset(&d3dpp);
}
void LoadModels(void)
{
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DXToRadian(45.0f), 1920.0f / 1080.0f, 0.1f, 100.0f );
g_pd3dDevice_0->SetTransform( D3DTS_PROJECTION, &matProj );
g_pd3dDevice_0->SetRenderState( D3DRS_ZENABLE, TRUE );
g_pd3dDevice_0->SetRenderState( D3DRS_LIGHTING, TRUE );
g_pd3dDevice_0->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
// Setup a material for the teapot
ZeroMemory( &g_teapotMtrl, sizeof(D3DMATERIAL9) );
g_teapotMtrl.Diffuse.r = 1.0f;
g_teapotMtrl.Diffuse.g = 1.0f;
g_teapotMtrl.Diffuse.b = 1.0f;
g_teapotMtrl.Diffuse.a = 1.0f;
// Setup a simple directional light and some ambient...
g_pLight0.Type = D3DLIGHT_DIRECTIONAL;
g_pLight0.Direction = D3DXVECTOR3( 1.0f, 0.0f, 1.0f );
g_pLight0.Diffuse.r = 1.0f;
g_pLight0.Diffuse.g = 1.0f;
g_pLight0.Diffuse.b = 1.0f;
g_pLight0.Diffuse.a = 1.0f;
g_pLight0.Specular.r = 1.0f;
g_pLight0.Specular.g = 1.0f;
g_pLight0.Specular.b = 1.0f;
g_pLight0.Specular.a = 1.0f;
g_pd3dDevice_0->SetLight( 0, &g_pLight0 );
g_pd3dDevice_0->LightEnable( 0, TRUE );
g_pd3dDevice_0->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_COLORVALUE( 0.2f, 0.2f, 0.2f, 1.0f ) );
// Load up the teapot mesh...
D3DXLoadMeshFromX( "teapot.x", D3DXMESH_SYSTEMMEM, g_pd3dDevice_0, NULL, NULL, NULL, NULL, &g_pTeapotMesh_0 );
CreateFont();
#ifndef TWO
return;
#endif
D3DXMatrixPerspectiveFovLH( &matProj, D3DXToRadian(45.0f), 1920.0f / 1080.0f, 0.1f, 100.0f );
g_pd3dDevice_1->SetTransform( D3DTS_PROJECTION, &matProj );
g_pd3dDevice_1->SetRenderState( D3DRS_ZENABLE, TRUE );
g_pd3dDevice_1->SetRenderState( D3DRS_LIGHTING, TRUE );
g_pd3dDevice_1->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
// Setup a material for the teapot
ZeroMemory( &g_teapotMtrl, sizeof(D3DMATERIAL9) );
g_teapotMtrl.Diffuse.r = 1.0f;
g_teapotMtrl.Diffuse.g = 1.0f;
g_teapotMtrl.Diffuse.b = 1.0f;
g_teapotMtrl.Diffuse.a = 1.0f;
// Setup a simple directional light and some ambient...
g_pLight0.Type = D3DLIGHT_DIRECTIONAL;
g_pLight0.Direction = D3DXVECTOR3( 1.0f, 0.0f, 1.0f );
g_pLight0.Diffuse.r = 1.0f;
g_pLight0.Diffuse.g = 1.0f;
g_pLight0.Diffuse.b = 1.0f;
g_pLight0.Diffuse.a = 1.0f;
g_pLight0.Specular.r = 1.0f;
g_pLight0.Specular.g = 1.0f;
g_pLight0.Specular.b = 1.0f;
g_pLight0.Specular.a = 1.0f;
g_pd3dDevice_1->SetLight( 0, &g_pLight0 );
g_pd3dDevice_1->LightEnable( 0, TRUE );
g_pd3dDevice_1->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_COLORVALUE( 0.2f, 0.2f, 0.2f, 1.0f ) );
// Load up the teapot mesh...
D3DXLoadMeshFromX( "teapot.x", D3DXMESH_SYSTEMMEM, g_pd3dDevice_1, NULL, NULL, NULL, NULL, &g_pTeapotMesh_1 );
}
//-----------------------------------------------------------------------------
// Name: WindowProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT CALLBACK WindowProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
static POINT ptLastMousePosit;
static POINT ptCurrentMousePosit;
static bool bMousing;
switch( msg )
{
case WM_KEYDOWN:
{
switch( wParam )
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
}
break;
case WM_LBUTTONDOWN:
{
ptLastMousePosit.x = ptCurrentMousePosit.x = LOWORD (lParam);
ptLastMousePosit.y = ptCurrentMousePosit.y = HIWORD (lParam);
bMousing = true;
}
break;
case WM_LBUTTONUP:
{
bMousing = false;
}
break;
case WM_MOUSEMOVE:
{
ptCurrentMousePosit.x = LOWORD (lParam);
ptCurrentMousePosit.y = HIWORD (lParam);
if( bMousing )
{
g_fSpinX -= (ptCurrentMousePosit.x - ptLastMousePosit.x);
g_fSpinY -= (ptCurrentMousePosit.y - ptLastMousePosit.y);
}
ptLastMousePosit.x = ptCurrentMousePosit.x;
ptLastMousePosit.y = ptCurrentMousePosit.y;
}
break;
case WM_CLOSE:
{
PostQuitMessage(0);
}
case WM_DESTROY:
{
PostQuitMessage(0);
}
break;
default:
{
return DefWindowProc( hWnd, msg, wParam, lParam );
}
break;
}
return 0;
}
void CreateFont( void )
{
HRESULT hr;
HDC hDC;
//HFONT hFont;
int nHeight;
int nPointSize = 9;
//char strFontName[] = "Arial";
hDC = GetDC( NULL );
nHeight = -( MulDiv( nPointSize, GetDeviceCaps(hDC, LOGPIXELSY), 72 ) );
ReleaseDC( NULL, hDC );
// Create a font for statistics and help output
hr = D3DXCreateFont( g_pd3dDevice_0, nHeight, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &g_pd3dxFont );
if( FAILED( hr ) ) MessageBox(NULL, "Call to D3DXCreateFont failed!", "ERROR", MB_OK | MB_ICONEXCLAMATION);
}
//-----------------------------------------------------------------------------
// Name: init_0()
// Desc:
//-----------------------------------------------------------------------------
void init_0( void )
{
g_pD3D = Direct3DCreate9( D3D_SDK_VERSION );
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = windowed;
d3dpp.hDeviceWindow = g_hWnd_0;
d3dpp.SwapEffect = D3DSWAPEFFECT_FLIP;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH; // set the width of the buffer
d3dpp.BackBufferHeight = SCREEN_HEIGHT; // set the height of the buffer
d3dpp.BackBufferCount = 1;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd_0, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice_0 );
}
//-----------------------------------------------------------------------------
// Name: init_1()
// Desc:
//-----------------------------------------------------------------------------
void init_1( void )
{
HWND window;
if(!windowed)
{
window = g_hWnd_0;
}
else
{
window = g_hWnd_1;
}
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = windowed;
d3dpp.hDeviceWindow = window;
d3dpp.SwapEffect = D3DSWAPEFFECT_FLIP;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH; // set the width of the buffer
d3dpp.BackBufferHeight = SCREEN_HEIGHT; // set the height of the buffer
d3dpp.BackBufferCount = 1;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
g_pD3D->CreateDevice( 1, D3DDEVTYPE_HAL, window, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice_1 );
}
//-----------------------------------------------------------------------------
// Name: shutDown()
// Desc:
//-----------------------------------------------------------------------------
void shutDown_0( void )
{
if( g_pTeapotMesh_0 != NULL )
g_pTeapotMesh_0->Release();
if( g_pd3dDevice_0 != NULL )
g_pd3dDevice_0->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: shutDown()
// Desc:
//-----------------------------------------------------------------------------
void shutDown_1( void )
{
if( g_pTeapotMesh_1 != NULL )
g_pTeapotMesh_1->Release();
if( g_pd3dDevice_1 != NULL )
g_pd3dDevice_1->Release();
}
//-----------------------------------------------------------------------------
// Name: render_0()
// Desc:
//-----------------------------------------------------------------------------
void render_0( void )
{
D3DXMATRIX matView;
D3DXMATRIX matWorld;
D3DXMATRIX matRotation;
D3DXMATRIX matTranslation;
static int nFrameCount = 0;
static double nTimeOfLastFPSUpdate = 0.0;
static char fpsString[50] = "Frames Per Second = ";
RECT destRect;
// Now we can clear just view-port's portion of the buffer to red...
g_pd3dDevice_0->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_COLORVALUE( 1.0f, 0.0f, 0.0f, 1.0f ), 1.0f, 0 );
g_pd3dDevice_0->BeginScene();
// For the left view-port, leave the view at the origin...
D3DXMatrixIdentity( &matView );
g_pd3dDevice_0->SetTransform( D3DTS_VIEW, &matView );
// ... and use the world matrix to spin and translate the teapot
// out where we can see it...
D3DXMatrixRotationYawPitchRoll( &matRotation, D3DXToRadian(g_fSpinX), D3DXToRadian(g_fSpinY), 0.0f );
D3DXMatrixTranslation( &matTranslation, 0.0f, 0.0f, 5.0f );
matWorld = matRotation * matTranslation;
g_pd3dDevice_0->SetTransform( D3DTS_WORLD, &matWorld );
g_pd3dDevice_0->SetMaterial( &g_teapotMtrl );
g_pTeapotMesh_0->DrawSubset(0);
g_pd3dDevice_0->EndScene();
// Report frames per second and the number of objects culled...
++nFrameCount;
if( g_dElpasedAppTime - nTimeOfLastFPSUpdate > 1000 ) // Update once a second
{
sprintf( fpsString, "Frames Per Second = %4.2f", nFrameCount*1000.0/(g_dElpasedAppTime - nTimeOfLastFPSUpdate) );
nTimeOfLastFPSUpdate = g_dElpasedAppTime;
nFrameCount = 0;
}
SetRect( &destRect, 5, 5, 0, 0 );
g_pd3dxFont->DrawText( NULL, fpsString, -1, &destRect, DT_NOCLIP, D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
g_pd3dDevice_0->Present( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Name: render_1()
// Desc:
//-----------------------------------------------------------------------------
void render_1( void )
{
D3DXMATRIX matView;
D3DXMATRIX matWorld;
D3DXMATRIX matRotation;
D3DXMATRIX matTranslation;
// Now we can clear just view-port's portion of the buffer to green...
g_pd3dDevice_1->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_COLORVALUE( 0.0f, 1.0f, 0.0f, 1.0f ), 1.0f, 0 );
g_pd3dDevice_1->BeginScene();
// For the left view-port, leave the view at the origin...
D3DXMatrixIdentity( &matView );
g_pd3dDevice_1->SetTransform( D3DTS_VIEW, &matView );
// ... and use the world matrix to spin and translate the teapot
// out where we can see it...
D3DXMatrixRotationYawPitchRoll( &matRotation, D3DXToRadian(g_fSpinX), D3DXToRadian(g_fSpinY), 0.0f );
D3DXMatrixTranslation( &matTranslation, 0.0f, 0.0f, 5.0f );
matWorld = matRotation * matTranslation;
g_pd3dDevice_1->SetTransform( D3DTS_WORLD, &matWorld );
g_pd3dDevice_1->SetMaterial( &g_teapotMtrl );
g_pTeapotMesh_1->DrawSubset(0);
g_pd3dDevice_1->EndScene();
// We're done! Now, we just call Present()
g_pd3dDevice_1->Present( NULL, NULL, NULL, NULL );
}