Multiple full-screen windows with DirectX 9.0

This is a bit of an extreme case, but I'm developing a game that uses multiple monitors. For reasons beyond the scope of this question, I use the β€œmulti-device method” rather than swap chains. My code is similar to the following example:

http://www.codesampler.com/dx9src/dx9src_1.htm#dx9_multiple_devices

What I'm struggling with, and what I can find without documentation, is it possible to run both windows in real full-screen mode ( d3dpp.Windowed = FALSE; ). I am currently getting "invalid parameters" HRESULT when calling CreateDevice a second time. It works fine if one of the windows is full-screen, but not both. I hope there is an opportunity to do this work, though ...

Greetings in advance

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According to the Direct3D 9 documentation ( Working with multiple monitoring systems ): "The practical significance is that an application with multiple monitors can host multiple devices in full screen mode, but only if all these devices are designed for different adapters, they were created by the same object Direct3D9, and they all have the same focus window. "

You will notice that for each device initialization there are two window handles; presentation window and focus window. The focus window (passed to IDirect3D9 :: CreateDevice ) is used to handle events such as the transition from the foreground to the background or Alt + Tab. The presentation window is passed to the D3DPRESENT_PARAMETERS structure and is used exclusively as a canvas for Direct3D.

You should mark one of the windows you create (perhaps the first) as the focus window. Divide the focus window between devices, but keep separate canvas windows (presentations).

EDIT: It may also help you.

Create a focus window for both devices.

(optional) create a device window for the first adapter.

create a device window for the second adapter.

create a direct3d9 context.

use this to create both devices.

create the first full-screen device using the common focus window and (optionally) the first device window.

Create a second full-screen device using the general focus window and a second device window.

reset the first device.

the general focus window is passed directly as the CreateDevice parameter.

device windows are transferred in the structure of the presentation parameters.

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Q> Currently, I get "invalid parameters" HRESULT when calling CreateDevice a second time. It works fine if one of the windows is fullscreen, but not both.

Since you created two different devices using the same adapter identifier, use the adater identifier as 1 for the second call to the convener!

An important step that needs to be performed after creating device 2 or 3 or 4 ... is to reset device one (default device identifier is 0).

 Create Device 1 Create Device 2 ........ ........ Create Device n Reset Device 1 

To simplify your life and another, I added a working code to support multiple monitors in full screen mode (DirectX 9). Please note that I added / changed a few lines of code from the sample code taken from the web link you provided in your question.

 #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 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 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 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 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 ); } 
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Source: https://habr.com/ru/post/917860/


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