I have a simple DirectX program that crashes when I minimize & then unminimize.
These are the event cases I cover:
case WM_SIZING:
case WM_SIZE:
if(engine.isReady()) engine.resizeDevice();
if(engine.isReady()) engine.draw();
break;
The resize is roughly:
deviceContext->OMSetRenderTargets(0, NULL, NULL);
...
deviceInterface->CreateRenderTargetView( ... );
...
deviceContext->RSSetViewports(1, &vp);
...
deviceContext->OMSetRenderTargets(1, &renderTargetInterface, NULL);
When I unminimize, the code dies while trying to set the back buffer. This is the line with the values passed:
hr=swapChain->ResizeBuffers(3, 640, 480, DXGI_FORMAT_UNKNOWN, 0);
ResizeBuffers() returns error 0x887a0005
Back buffer code:
HRESULT _setBackBuffer(const SettingsVD &settings){
HRESULT hr;
hr=swapChain->ResizeBuffers(settings.bufferCount, settings.width, settings.height, DXGI_FORMAT_UNKNOWN, 0);
if(FAILED(hr)) return hr; // Dies here when UNminimizing
ID3D11Texture2D* backBuffer=NULL;
hr=swapChain->GetBuffer(0, __uuidof(backBuffer), (LPVOID*)&backBuffer);
if(FAILED(hr)) return hr;
hr=deviceInterface->CreateRenderTargetView(backBuffer, NULL, &renderTargetInterface);
if(FAILED(hr)) return hr;
release(backBuffer);
return hr;
}
Anyone know why the back buffer is barfing?
Just a remainder, you should better handle the minimize message(SIZE_MINIMIZED) separately in WM_SIZE, if the windows was minimized, stop rendering and yield the CPU time to other programs.
User contributions licensed under CC BY-SA 3.0