You have to define it yourself using INITGUID. DXGI_DEBUG_ALL) are missing from DXGUID.LIB. You obtain a IDXGIDevice instance the same was as you do a IDXGIInfoQueue interface above, and then call ReportLiveObjects.ĭXGUID: One other issue of note is that the various DXGI debug control GUIDs (i.e. If ( SUCCEEDED( DXGIGetDebugInterface1( 0, IID_PPV_ARGS( dxgiInfoQueue.GetAddressOf() ) ) ) )Īs with the Direct3D debug layer, there is a method for reporting live DXGI objects as well for tracking down resource leaks.
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This implicit linking works fine for Windows Store apps and UWP, but for desktop apps you should stick with the explicit method particularly if you need Windows 7 support as this function is not present in the 11.1 or 11.0 runtime. In the DirectX 11.2 Runtime (Windows 8.1 and Windows 10), there is now a DXGIGetDebugInterface1 defined in the dxgi1_3.h header and in the dxgi.lib import library. One issue with this pattern is that you can’t use it for Windows Store or universal Windows apps since LoadPackagedLibrary cannot load a system DLL as a security measure. If ( SUCCEEDED( dxgiGetDebugInterface( IID_PPV_ARGS( dxgiInfoQueue.GetAddressOf() ) ) ) )ĭxgiInfoQueue->SetBreakOnSeverity( DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, true ) ĭxgiInfoQueue->SetBreakOnSeverity( DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, true ) Reinterpret_cast( GetProcAddress( dxgidebug, "DXGIGetDebugInterface" ) ) ) HMODULE dxgidebug = LoadLibraryEx( L"dxgidebug.dll", nullptr, LOAD_LIBRARY_SEARCH_SYSTEM32 ) Īuto dxgiGetDebugInterface = reinterpret_cast( Typedef HRESULT (WINAPI * LPDXGIGETDEBUGINTERFACE)(REFIID, void ** ) The confusing part is that the function you need, DXGIGetDebugInterface is not defined in any header and is not present in any import library. Since the DXGI debug layer is not present on end-user machines, this pattern encourages being able to handle the case of it not being present on the system.
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How this new interface is exposed, however, is a bit confusing.įor traditional Windows desktop apps, you are expected to use explicit linking. With the Direct3D 11.1 Runtime or later, you can also use a DXGI debug interface to track down additional leaks that are not known to your Direct3D 11 device.
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This snippet ensures that a common but harmless warning message is suppressed in non-Production builds, and enables ‘break on’ functionality in Debug builds if there are any serious corruption or error messages. TODO: Add more message IDs here as neededĭ3dInfoQueue->AddStorageFilterEntries(&filter) This best practice is demonstrated in my Visual C++ Game templates as follows: #ifndef NDEBUGĭ3dInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true) ĭ3dInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true) ĭ3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS, In my original post on using the debug layer, I mentioned several tricks for getting helpful behavior out of the Direct3D SDK debug layer for your applications.