Re: D3DM err by Mark
Mark
Tue Jan 11 15:06:36 CST 2005
Thanks.
I haven't get the debug out. I figure that I have to make a debug
build.
Got another question. I have graphics accelator hardware (intel 2700G).
Say I want to take advantage of the hardware, should I use RemoteHook
to the driver, is that right?
According to MS document, only remote hooking will allow driver to
access hw. If the software simulation like d3dmref.dll is used, then
should use LocalHook. Is that correct?
Mark
doncr@hotmail.com wrote:
> If you're invoking the SDK sample with the -ref command line switch
and
> CreateDevice is still failing (and you've verified that d3dmref.dll
is
> in your release directory), then it's probably not a driver issue.
>
> You can get the D3DM runtime to output more detailed debug messages
> when something fails by enabling the CE Debug Zones for d3dm.dll.
> Unfortunately you can't use the easy way of doing this from PB's menu
> since d3dm.dll isn't already loaded by the OS. If you add the
> following DWORD registry value on your host PC (not the target
> device!), PB will enable all of the possible debug zones for the D3DM
> runtime:
>
> HKCU\Pegasus\Zones\Direct3D Mobile
>
> Set this DWORD value to 0x0000003F.
>
> This will produce quite a bit of spew to the debugger's output pane,
> but will probably help you pinpoint the reason CreateDevice is
failing.
>
> The bit values for the above DWORD value corresponde to the following
> types of messages (debug zones):
>
> bit 0 = Errors
> bit 1 = Params
> bit 2 = Memory
> bit 3 = Sync
> bit 4 = Msg
> bit 5 = RefCount
>
> The default value is to report Errors (bit 0 set = 0x00000001). If
you
> keep the registry value around, you'll probably want to set it back
to
> 0x1 once you've determined why CreateDevice is failing, otherwise
> you'll be flooded with debugging messages anytime you run a D3DM
> application under the debugger.