(m_options & c_AllowTearing) ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0u HRESULT hr = m_swapChain-> ResizeBuffers( If the swap chain already exists, resize it.
![create dxgi factory 2 error create dxgi factory 2 error](https://ugetfix.com/wp-content/uploads/articles/askit/dxgi-error-device-removed-fix_en.jpg)
top), 1u) Ĭonst DXGI_FORMAT backBufferFormat = (m_options & (c_FlipPresent | c_AllowTearing | c_EnableHDR)) ? NoSRGB(m_backBufferFormat) : m_backBufferFormat
![create dxgi factory 2 error create dxgi factory 2 error](https://respawnfirst.com/wp-content/uploads/2021/04/Total-War-Rome-Remastered-D3D11-Crash-Fix-e1619774152197.jpg)
left), 1u) Ĭonst UINT backBufferHeight = std::max( static_cast(m_outputSize. Determine the render target size in pixels.Ĭonst UINT backBufferWidth = std::max( static_cast(m_outputSize. M_d3dContext-> OMSetRenderTargets( 0, nullptr, nullptr) Clear the previous window size specific context. Throw std::logic_error( "Call SetWindow with a valid Win32 window handle ") Void DeviceResources::CreateWindowSizeDependentResources() These resources need to be recreated every time the window size is changed. NumIDs = static_cast( std::size(hide)) ĭ3dInfoQueue-> AddStorageFilterEntries(&filter) As(&d3dInfoQueue)))ĭ3dInfoQueue-> SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true) ĭ3dInfoQueue-> SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true) ĭ3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS,įilter. OutputDebugStringA( "Direct3D Adapter - WARP \n ") If the initialization fails, fall back to the WARP device.ĭ3D_DRIVER_TYPE_WARP, // Create a WARP device instead of a hardware device. Throw std::runtime_error( "No Direct3D hardware device found ") GetAddressOf() // Returns the device immediate context. &m_d3dFeatureLevel, // Returns feature level of device created.Ĭontext. GetAddressOf(), // Returns the Direct3D device created. Create the Direct3D 11 API device object and a corresponding context.ĭevice. Static const D3D_FEATURE_LEVEL s_featureLevels =įor ( featLevelCount ( std::size(s_featureLevels)) ++featLevelCount) Determine DirectX hardware feature levels this app will support. OutputDebugStringA( "INFO: Flip swap effects not supported ") Disable FLIP if not on a supporting OS OutputDebugStringA( "WARNING: HDR swap chains not supported ") Disable HDR if we are on an OS that can't support FLIP swap effects OutputDebugStringA( "WARNING: Variable refresh rate displays not supported ") Hr = factory5-> CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allowTearing, sizeof(allowTearing)) Determines whether tearing support is available for fullscreen borderless windows. OutputDebugStringA( "WARNING: Direct3D Debug Device is not available \n ") If the project is in a debug build, enable debugging via SDK Layers with this flag.ĬreationFlags |= D3D11_CREATE_DEVICE_DEBUG UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT Void DeviceResources::CreateDeviceResources() Configures the Direct3D device, and stores handles to it and the device context. M_colorSpace(DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709), M_d3dFeatureLevel(D3D_FEATURE_LEVEL_9_1), Inline DXGI_FORMAT NoSRGB(DXGI_FORMAT fmt) noexceptĬase DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: return DXGI_FORMAT_R8G8B8A8_UNORM Ĭase DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: return DXGI_FORMAT_B8G8R8A8_UNORM Ĭase DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: return DXGI_FORMAT_B8G8R8X8_UNORM Nullptr // No need to keep the D3D device context reference. Nullptr, // No need to know the feature level. Nullptr, // No need to keep the D3D device reference.
![create dxgi factory 2 error create dxgi factory 2 error](https://cdn.windowsreport.com/wp-content/uploads/2020/04/dxgi.dll-file.png)
Inline bool SdkLayersAvailable() noexceptĭ3D_DRIVER_TYPE_NULL, // There is no need to create a real hardware device.ĭ3D11_CREATE_DEVICE_DEBUG, // Check for the SDK layers. # pragma clang diagnostic ignored "-Wswitch-enum" # pragma clang diagnostic ignored "-Wcovered-switch-default" DeviceResources.cpp - A wrapper for the Direct3D 11 device and swapchain Learn more about bidirectional Unicode characters To review, open the file in an editor that reveals hidden Unicode characters. Rename dxgi.dll to d3d11.This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. (If it's not there, go to (C:)/windows/system32 and copy+paste it from there.)ģ. go to your games folder (usually Program Files (x86)/steam/steamapps/common/Vampire The Masquerade - Bloodlines)Ģ. It's definitely caused by visual updates to the game.ġ.
Create dxgi factory 2 error mods#
I managed to piece together this solution by talking to people who make Skyrim porn mods on the SweetFX forums. After hitting "ok" a million times, the game starts normally, but can crash at any time.Ĭaused by: Something about SweetFX, textures/retexturing, I'm not sure.
Create dxgi factory 2 error mod#
Problem: When launching the game using a mod or unofficial patch, the error "the procedure entry point createDXGIFactory2 could not be located in the dynamic link library c:\Windows\SYSTEM\d3d11.dll" starts spamming the screen. I'm gonna post this here in case someone in the future has the exact same problem as me, because I just fixed it.