DirectX 12 device suspended immediately after creation - directx

I am getting a strange error when creating the DirectX 12 command queue.
Other DX12 applications are able to launch successfully on the same machine.
My computer uses the D3D_FEATURE_LEVEL_11_0 if block.
The graphics card used for testing is NVIDIA GT 740, with 361.75 drivers
This is the code in use (minimized):
#include <Windows.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <comdef.h>
#include <D3d12sdklayers.h>
#include <string>
#pragma comment(lib,"d3d12.lib")
#pragma comment(lib,"dxgi.lib")
#pragma comment(lib,"d3dcompiler.lib")
using namespace std;
LRESULT WINAPI WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
}
}
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPTSTR lpCmdLine, int nCmdShow) {
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(nCmdShow);
UNREFERENCED_PARAMETER(lpCmdLine);
wchar_t* WindowClass = L"Papergate";
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WndProc;
wc.hInstance = hInstance;
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 2);
wc.lpszClassName = WindowClass;
if (!RegisterClassEx(&wc))
{
return 1;
}
HWND hwnd = CreateWindowEx(NULL, wc.lpszClassName, WindowClass,
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
CW_USEDEFAULT, CW_USEDEFAULT,
NULL, NULL, hInstance, NULL);
if (!hwnd)
{
UnregisterClass(WindowClass, hInstance);
return 1;
}
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
ID3D12Device* device;
HRESULT result = D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_12_1,
__uuidof(ID3D12Device), (void**)&device);
if (FAILED(result))
{
result = D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_12_0,
__uuidof(ID3D12Device), (void**)&device);
if (FAILED(result))
{
result = D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0,
__uuidof(ID3D12Device), (void**)&device);
if (FAILED(result)) {
_com_error error(result);
MessageBox(hwnd, error.ErrorMessage(),
(wstring(L"Error: ") + to_wstring(__LINE__)).c_str(),
MB_OK);
return 2;
}
}
}
ID3D12Debug* debugInterface;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface))))
{
debugInterface->EnableDebugLayer();
}
D3D12_COMMAND_QUEUE_DESC commandQueueDesc;
commandQueueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
commandQueueDesc.NodeMask = 0;
commandQueueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
commandQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ID3D12CommandQueue* commandQueue;
result = device->CreateCommandQueue(&commandQueueDesc, __uuidof(ID3D12CommandQueue), (void**)&commandQueue);
if (FAILED(result)) {
_com_error error(result);
MessageBox(hwnd, error.ErrorMessage(),
(wstring(L"Error: ") + to_wstring(__LINE__)).c_str(), MB_OK);
result = device->GetDeviceRemovedReason();
error = _com_error(result);
MessageBox(hwnd, error.ErrorMessage(),
(wstring(L"Error: ") + to_wstring(__LINE__)).c_str(), MB_OK);
debugInterface->Release(); device->Release(); return 2;
}
MSG msg;
ZeroMemory(&msg, sizeof(MSG));
while (GetMessage(&msg, NULL, 0, 0) && msg.message != WM_QUIT)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
commandQueue->Release();
device->Release();
UnregisterClass(WindowClass, hInstance);
return 0;
}
I am getting the following errors on lines 97 and 102, respectively:
The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
Second error:
The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
The calling application should re-create the device and continue.

This seems quite likely to be a driver bug of some kind. Check to see if there are updated drivers for your hardware. You should try using the Direct3D12 Game templates in this VSIX and see if they hit the same kind of issue (for more details on the templates see this blog post).
Your cascade pattern of calling D3D12CreateDevice for various feature levels is unusual and is not necessary. If your application can run on Direct3D Feature Level 11.0 or greater, then just use D3D_FEATURE_LEVEL_11_0 once. You should pass whatever your minimum supported feature level is to this function.
If the Direct3D 12 device does support a higher feature level, you can discover that by using CheckFeatureSupport either by checking for the individual features or by using D3D12_FEATURE_FEATURE_LEVELS:
// Create the DX12 API device object.
DX::ThrowIfFailed(D3D12CreateDevice(
adapter.Get(),
m_d3dMinFeatureLevel,
IID_PPV_ARGS(&m_d3dDevice)
));
// Determine maximum supported feature level for this device
static const D3D_FEATURE_LEVEL s_featureLevels[] =
{
D3D_FEATURE_LEVEL_12_1,
D3D_FEATURE_LEVEL_12_0,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
};
D3D12_FEATURE_DATA_FEATURE_LEVELS featLevels =
{
_countof(s_featureLevels), s_featureLevels, D3D_FEATURE_LEVEL_11_0
};
HRESULT hr = m_d3dDevice->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS,
&featLevels, sizeof(featLevels));
if (SUCCEEDED(hr))
{
m_d3dFeatureLevel = featLevels.MaxSupportedFeatureLevel;
}
else
{
m_d3dFeatureLevel = m_d3dMinFeatureLevel;
}
Keep in mind that D3D_FEATURE_LEVEL_12_0 and D3D_FEATURE_LEVEL_12_1 are essentially just D3D_FEATURE_LEVEL_11_1 with a few optional features made mandatory. If your app is already checking for them at 11.x then there's no reason to 'require' 12.0 or 12.1. See MSDN.
For the vast majority of Direct3D 12 games & applications, D3D_FEATURE_LEVEL_11_0 or D3D_FEATURE_LEVEL_11_1 are good choices. Keep in mind that while AMD/ATI supported Feature Level 11.1 pretty early, NVIDIA DirectX 11 parts only supported 11.0 with some optional features for some time.

Related

How to get USB Token (Feitian Auto ePass 2003 FIPS USB Token) serial number in UEFI Application?

Developing UEFI Based application for enabling pre-boot authentication using
Feitian Auto ePass 2003 FIPS USB Token. I'm still in the initial stage of the development process.
Now I'm able to fetch Manufacturer, Product Code of the token by using UsbIo->UsbGetDeviceDescriptor protocol. But when I try to find serial number it's throwing an error.
Is there any other way to find the serial number of the USB Token? Please help me on this..
This is my sample code for finding serial number
EFI_USB_DEVICE_DESCRIPTOR DevDesc;
EFI_USB_INTERFACE_DESCRIPTOR InterfaceDescriptor;
EFI_USB_ENDPOINT_DESCRIPTOR EndpointDescriptor;
EFI_USB_CONFIG_DESCRIPTOR ConfigDescriptor;
EFI_USB_IO_PROTOCOL *UsbIo;
EFI_STATUS Status;
EFI_HANDLE *HandleBuffer = NULL;
BOOLEAN LangFound;
UINTN HandleCount;
UINT8 EndpointNumber;
CHAR16* ManufacturerString = NULL;
CHAR16* ProductString = NULL;
CHAR16* SerialNumber = NULL;
UINT16* LangIDTable;
UINT16 TableSize;
INTN Index;
int index;
unsigned char* device_descriptor, * ccid_descriptor;
EFI_USB_DEVICE_REQUEST DevReq;
UINT32 Status_uint;
Status = gBS->LocateHandleBuffer( ByProtocol,
&gEfiUsbIoProtocolGuid,
NULL,
&HandleCount,
&HandleBuffer );
if (EFI_ERROR(Status)) {
Print(L"ERROR: LocateHandleBuffer.\n");
goto ErrorExit;
}
UINT8 usbIndex;
for (usbIndex = 0; usbIndex < HandleCount; usbIndex++) {
Status = gBS->HandleProtocol( HandleBuffer[usbIndex],
&gEfiUsbIoProtocolGuid,
(VOID**)&UsbIo );
if (EFI_ERROR(Status)) {
Print(L"ERROR: Open UsbIo.\n");
goto ErrorExit;
}
Status = UsbIo->UsbGetDeviceDescriptor( UsbIo, &DevDesc );
if (EFI_ERROR(Status)) {
Print(L"ERROR: UsbGetDeviceDescriptor.\n");
goto ErrorExit;
}
Status = UsbIo->UsbGetConfigDescriptor( UsbIo, &ConfigDescriptor );
if (EFI_ERROR (Status))
{
Print(L"UsbGetConfigDescriptor %d", Status);
goto ErrorExit;
}
Status = UsbIo->UsbGetInterfaceDescriptor( UsbIo, &InterfaceDescriptor );
if (EFI_ERROR (Status)) {
Print(L"ERROR: UsbGetInterfaceDescriptor.\n");
goto ErrorExit;
}
if (InterfaceDescriptor.InterfaceClass != CLASS_CCID) {
continue;
}
Print(L":::::::::::::::::::::: CCID ::::::::::::::::::::::\n");
//
// Get all supported languages.
//
TableSize = 0;
LangIDTable = NULL;
Status = UsbIo->UsbGetSupportedLanguages(UsbIo, &LangIDTable, &TableSize);
if (EFI_ERROR(Status)) {
Print(L"ERROR: UsbGetSupportedLanguages.\n");
return Status;
}
/* Get Manufacturer string */
for (Index = 0; Index < TableSize / sizeof(LangIDTable[0]); Index++) {
ManufacturerString = NULL;
Status = UsbIo->UsbGetStringDescriptor(UsbIo,
LangIDTable[Index],
DevDesc.StrManufacturer,
&ManufacturerString);
if (EFI_ERROR(Status) || (ManufacturerString == NULL)) {
continue;
}
Print(L"StrManufacturer ::%s\n", ManufacturerString);
FreePool(ManufacturerString);
break;
}
/* Get Product string */
for (Index = 0; Index < TableSize / sizeof(LangIDTable[0]); Index++) {
ProductString = NULL;
Status = UsbIo->UsbGetStringDescriptor(UsbIo,
LangIDTable[Index],
DevDesc.StrProduct,
&ProductString);
if (EFI_ERROR(Status) || (ProductString == NULL)) {
continue;
}
Print(L"StrProduct ::%s\n", ProductString);
FreePool(ProductString);
break;
}
/* Get Serial string */
for (Index = 0; Index < TableSize / sizeof(LangIDTable[0]); Index++) {
SerialNumber = NULL;
Status = UsbIo->UsbGetStringDescriptor(UsbIo,
LangIDTable[Index],
DevDesc.StrSerialNumber,
&SerialNumber);
if (EFI_ERROR(Status) || (SerialNumber == NULL)) {
Print(L"Error in finding SerialNumber \n");
continue;
}
Print(L"SerialNumber :: %s\n", SerialNumber);
FreePool(SerialNumber);
break;
}
Print(L"usbIndex ::%d\n", usbIndex);
Print(L"IdVendor ::%d\n", DevDesc.IdVendor);
Print(L"IdProduct ::%d\n", DevDesc.IdProduct);
}
Print(L"\n");
FreePool(HandleBuffer);
return Status;
From what I have read, the Feitian Technologies ePass2003 uses an Infineon M7893 or SLE 78CUFX5000PH (M7893-B) security chip.
As you have found out, the serial number for the ePass2003 is not stored in the USB device descriptor but in the security chip.
To obtain chip global data such as OEM information, algorithm support, FIPS mode indicator, RAM size and serial number, the GetData primitive is used. See the M7893 programming guide. if you can obtain access to it.
The driver for ePass2003 in OpenSC is called “epass2003”. The source code is currently available at https://github.com/OpenSC/OpenSC/blob/master/src/libopensc/card-epass2003.c. It has dependencies on OpenSSL and ASN.1 and some non-EDK2 headers, but these are easily worked around.
If all you are looking for is the serial number, it should be fairly easy to write a UEFI application (or driver) to get that information either by studying how the OpenSC ePass2003 driver does it (hint - look at epass2003_get_serialnr or studying the ePass2003 SDK which is available for free from Feitain and elsewhere.
The UEFI 2.5 specification released in April 2015 detailed 2 protocols relating to smart cards, i.e. Smart Card Reader and Smart Card Edge.
typedef struct _EFI_SMART_CARD_READER_PROTOCOL {
EFI_SMART_CARD_READER_CONNECT SCardConnect;
EFI_SMART_CARD_READER_DISCONNECT SCardDisconnect;
EFI_SMART_CARD_READER_STATUS SCardStatus;
EFI_SMART_CARD_READER_TRANSMIT SCardTransmit;
EFI_SMART_CARD_READER_CONTROL SCardControl;
EFI_SMART_CARD_READER_GET_ATTRIB SCardGetAttrib;
} EFI_SMART_CARD_READER_PROTOCOL;
typedef struct _EFI_SMART_CARD_EDGE_PROTOCOL {
EFI_SMART_CARD_EDGE_GET_CONTEXT GetContext;
EFI_SMART_CARD_EDGE_CONNECT Connect;
EFI_SMART_CARD_EDGE_DISCONNECT Disconnect;
EFI_SMART_CARD_EDGE_GET_CSN GetCsn;
EFI_SMART_CARD_EDGE_GET_READER_NAME GetReaderName;
EFI_SMART_CARD_EDGE_VERIFY_PIN VerifyPin;
EFI_SMART_CARD_EDGE_GET_PIN_REMAINING GetPinRemaining;
EFI_SMART_CARD_EDGE_GET_DATA GetData;
EFI_SMART_CARD_EDGE_GET_CREDENTIAL GetCredential;
EFI_SMART_CARD_EDGE_SIGN_DATA SignData;
EFI_SMART_CARD_EDGE_DECRYPT_DATA DecryptData;
EFI_SMART_CARD_EDGE_BUILD_DH_AGREEMENT BuildDHAgreement;
} EFI_SMART_CARD_EDGE_PROTOCOL;
EDK2 does not contain a sample implementation at present. However, you may be interested in the GPL2-licensed sample implementation by Ludovic Rousseau which is available at https://github.com/LudovicRousseau/edk2/tree/SmartCard. The implementation code, which is circa 5 years old and which I have not tested, is at MdeModulePkg/Library/SmartCardReader. Read his blog (https://ludovicrousseau.blogspot.com/) also as he provides useful sample applications also.

Version Information in Embarcadero C++ Builder at compile time

Is it somehow possible to get the projects version info (major/minor/release/build) at compile time? Something like this?
#if MAJOR_VERSION=2
#include <fancyheader.h>
#else
#include <differentCoolStuff.h>
#endif
yours
Herwig
This can be done. Reading the verson number from the exe file ensures that the version number you read (and probably display or change s/w operation based on it) matches the value that a user sees if they check the exe file version information using the Windows
"properties" check, so it makes a lot of sense. This code works with VCL framework using C++ Builder 10.4 (Enterprise edition - but it should work with any edition).
String ExeFileName = ParamStr(0);
unsigned long Handle;
int VersionInfoSize = GetFileVersionInfoSize(ExeFileName.c_str(), &Handle);
int VersionInfo[4];
void *FileInfo;
unsigned int Length;
//if size is zero, then there is no version info in the exe
if (VersionInfoSize > 0) {
char *Buffer = new char[VersionInfoSize];
try {
GetFileVersionInfo(ExeFileName.c_str(), 0, VersionInfoSize, Buffer);
VerQueryValue(Buffer, L"\\", &FileInfo, &Length);
TVSFixedFileInfo *Info = static_cast<TVSFixedFileInfo *>(FileInfo);
VersionInfo[0] = ((Info->dwFileVersionMS) >> 16);
VersionInfo[1] = ((Info->dwFileVersionMS) & 0xffff);
VersionInfo[2] = ((Info->dwFileVersionLS) >> 16);
VersionInfo[3] = ((Info->dwFileVersionLS) & 0xffff);
} catch (...) {
VersionInfo[0] = 99;
VersionInfo[1] = 88;
VersionInfo[2] = 77;
VersionInfo[3] = 66;
}
delete[] Buffer;
// DO WHAT YOU WANT WITH VersionInfo HERE !!!
}

Desktop Duplication API returns empty frame

I am aware that there are already a few questions asking this or similar things and I dived into a few of them, but without any success.
I try to capture a "screenshot" of my display using the Desktop duplication API and process pixeldata of it. Later I would like to do that at least 30 times/second, but thats a different case.
For now, I tried the example of microsoft: https://github.com/microsoftarchive/msdn-code-gallery-microsoft/tree/master/Official%20Windows%20Platform%20Sample/DXGI%20desktop%20duplication%20sample
I successfully saved a picture of the screen and accessed the pixel data with that code.
DirectX::ScratchImage image;
hr = DirectX::CaptureTexture(m_Device, m_DeviceContext, m_AcquiredDesktopImage, image);
hr = DirectX::SaveToDDSFile(image.GetImages(), image.GetImageCount(), image.GetMetadata(), DirectX::DDS_FLAGS_NONE, L"test.dds");
uint8_t* pixels;
pixels = image.GetPixels();
Now I wanted to break the example code down to the basic stuff I need. As I am not familiar with DirectX I have a hard time doing that.
I came up with following code, which runs without error but produces an empty picture. I check hr in Debug Mode, I am aware that this is bad practice and dirty!
int main()
{
HRESULT hr = S_OK;
ID3D11Device* m_Device;
ID3D11DeviceContext* m_DeviceContext;
// Driver types supported
D3D_DRIVER_TYPE DriverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT NumDriverTypes = ARRAYSIZE(DriverTypes);
// Feature levels supported
D3D_FEATURE_LEVEL FeatureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_1
};
UINT NumFeatureLevels = ARRAYSIZE(FeatureLevels);
D3D_FEATURE_LEVEL FeatureLevel;
// Create device
for (UINT DriverTypeIndex = 0; DriverTypeIndex < NumDriverTypes; ++DriverTypeIndex)
{
hr = D3D11CreateDevice(nullptr, DriverTypes[DriverTypeIndex], nullptr, 0, FeatureLevels, NumFeatureLevels,
D3D11_SDK_VERSION, &m_Device, &FeatureLevel, &m_DeviceContext);
if (SUCCEEDED(hr))
{
// Device creation success, no need to loop anymore
break;
}
}
IDXGIOutputDuplication* m_DeskDupl;
IDXGIOutput1* DxgiOutput1 = nullptr;
IDXGIOutput* DxgiOutput = nullptr;
IDXGIAdapter* DxgiAdapter = nullptr;
IDXGIDevice* DxgiDevice = nullptr;
UINT Output = 0;
hr = m_Device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&DxgiDevice));
hr = DxgiDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&DxgiAdapter));
DxgiDevice->Release();
DxgiDevice = nullptr;
hr = DxgiAdapter->EnumOutputs(Output, &DxgiOutput);
DxgiAdapter->Release();
DxgiAdapter = nullptr;
hr = DxgiOutput->QueryInterface(__uuidof(DxgiOutput1), reinterpret_cast<void**>(&DxgiOutput1));
DxgiOutput->Release();
DxgiOutput = nullptr;
hr = DxgiOutput1->DuplicateOutput(m_Device, &m_DeskDupl);
IDXGIResource* DesktopResource = nullptr;
DXGI_OUTDUPL_FRAME_INFO FrameInfo;
hr = m_DeskDupl->AcquireNextFrame(500, &FrameInfo, &DesktopResource);
ID3D11Texture2D* m_AcquiredDesktopImage;
hr = DesktopResource->QueryInterface(__uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&m_AcquiredDesktopImage));
DesktopResource->Release();
DesktopResource = nullptr;
DirectX::ScratchImage image;
hr = DirectX::CaptureTexture(m_Device, m_DeviceContext, m_AcquiredDesktopImage, image);
hr = DirectX::SaveToDDSFile(image.GetImages(), image.GetImageCount(), image.GetMetadata(), DirectX::DDS_FLAGS_NONE, L"test.dds");
uint8_t* pixels;
pixels = image.GetPixels();
hr = m_DeskDupl->ReleaseFrame();
}
Could anyone give me a hint what is wrong with this code?
EDIT:
Just found the code snipet below and integrated it into my code.
Now it works!
Lessons learnt:
-) actully output/process hr!
-) AcquireNextFrame might not work on first try (?)
I might update this post again with better code, with functioning loop.
int lTryCount = 4;
do
{
Sleep(100);
hr = m_DeskDupl->AcquireNextFrame(250, &FrameInfo, &DesktopResource);
if (SUCCEEDED(hr))
break;
if (hr == DXGI_ERROR_WAIT_TIMEOUT)
{
continue;
}
else if (FAILED(hr))
break;
} while (--lTryCount > 0);
AcquireNextFrame is allowed to return null resource (texture) because it returns on either change in desktop image or change related to pointer.
AcquireNextFrame acquires a new desktop frame when the operating system either updates the desktop bitmap image or changes the shape or position of a hardware pointer.
When you start frame acquisition you apparently are to get first desktop image soon, but you can also have a few of pointer notifications too before the image.
You should not limit yourself with 4 attempts and you don't need to sleep within the loop. Just keep polling for the image. To avoid dead loop it makes more sense to track total time spent in the loop and limit it to, for example, one second.
See also:
AcquireNextFrame() never grabs an updated image, always blank

Directx Window keeps Crashing

My problem with this code is that when I run it in visual C++ A window pops up
but then it just crashes. It is not responding and I cannot click exit. I have to pull up the
task manager to get rid of the window. I am new to windows programming and direct X.
Below I will post were I think the problem is.
#include <d3d9.h>
#include <time.h>
#define APPTITLE "Direct3D_Windowed"
LRESULT WINAPI WinProc(HWND, UINT, WPARAM, LPARAM);
ATOM MyRegisterClass(HINSTANCE);
int Game_Init(HWND);
void GAME_RUN(HWND);
void GAME_END(HWND);
LPDIRECT3D9 d3d = NULL;
LPDIRECT3DDEVICE9 d3ddev = NULL;
// Over here, after GAME_END() is called, I tried separating the POSTQUITMESSAGE But I
I just got an error.
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg )
{
case WM_DESTROY:
GAME_END(hWnd);
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WinProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = APPTITLE;
wc.hIconSm = NULL;
return RegisterClassEx(&wc);
}
// I got this code from a book that I am reading and realized that WinProc is not being
called in this function. Is this the potential problem? Were would I put the WinProc
function call if it is supposed to be here in WinMain
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
MSG msg = {0};
MyRegisterClass(hInstance);
HWND hWnd;
hWnd = CreateWindow(
APPTITLE,
APPTITLE,
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
500,
400,
NULL,
NULL,
hInstance,
NULL);
if(!hWnd)
return FALSE;
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
if(!Game_Init(hWnd))
return 0;
int done = 0;
while(!done)
{
if(msg.message == WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
MessageBox(hWnd, "Recieve WM_QUIT message", "WinMain", MB_OK);
done = 1;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
GAME_RUN(hWnd);
}
return msg.wParam;
}
int Game_Init(HWND hWnd)
{
MessageBox(hWnd, "Program is about to start", "Game_Init", MB_OK);
d3d = Direct3DCreate9(D3D_SDK_VERSION);
if(d3d == NULL)
{
MessageBox(hWnd, "Error initializing Direct3D", "Error", MB_OK);
return 0;
}
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3d->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
if(d3ddev == NULL)
{
MessageBox(hWnd, "Error creating Direct device", "Error", MB_OK);
return 0;
}
srand(time(NULL));
return 1;
}
void GAME_RUN(HWND hWnd)
{
if(d3ddev == NULL)
return;
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 255, 255), 1.0f, 0);
if(d3ddev->BeginScene())
{
d3ddev->EndScene();
}
d3ddev->Present(NULL, NULL, NULL, NULL);
}
void GAME_END(HWND hWnd)
{
MessageBox(hWnd, "Program is about to end", "Game End", MB_OK);
if(d3ddev != NULL)
d3ddev->Release();
if(d3d != NULL)
d3d->Release();
}
Have a look at this?
if(msg.message == WM_QUIT)
In your while-loop.
Perhaps change that to, say:
if(true)
Reason: you want your application to pass on all messages, not just the ones that cause it to quit. Say for instance when windows wants your application to draw itself. Basically, your current code doenst allow your application to do anything except quitting.
If you want to do something special when the application quits, add another case WM_QUIT: after the already existing case WM_DESTROY: in WinProc().
The current location for GAME_RUN(hWnd); will not work out for you.
You want to either put that in a seperate thread (easiest, and highest performance). Or you want to use some timers, and handle it with case WM_TIMER: after your case WM_DESTROY:. Or alternatively make up your own user defined message.

Open CV Image editing library for windows 8 and windows phone 8

Is there any support of OpenCV graphics library is available for Windows Phone 8 and Windows 8. I made a search on Google but didn't find any resource related with OpenCV to connect with Windows Phone 8 / Windows 8. If any of you know more about this please help me, and provide some link to reach the library.
This is the latest information what I get from OpenCV team.
OpenCV development team is working on port for Windows RT. Here is current development branch for WinRT(https://github.com/asmorkalov/opencv/tree/winrt). You can build it for ARM using Visual Studio Express for Windows 8 and Platform SDK.
Open Visual Studio development console.
Setup environment for cross compilation by command "C:\Program Files(x86)\Microsoft
Visual Studio 11.0\VC\bin\x86_arm\vcvarsx86_arm.bat"
cd <opencv_source_dir>/platforms/winrt/
run scripts/cmake_winrt.cmd
run ninja
Alternatively you can use nmake instead ninja. You need to edit cmake_winrt.cmd and change project generator fro -GNinja to -G "NMake Makefiles". Only algorithmic part of the library is supported now, no tbb, no UI, no video IO.
Please check the below given URL from more details.
http://answers.opencv.org/question/9847/opencv-for-windows-8-tablet/?answer=9851#post-id-9851
By windows-8, I guess you mean winRT ? AFAIK, there is no official port to winRT. You need to compile it by yourself as a Win8 Store DLL for instance, so that you can reference it from a Win8 Store Application.
Just start by opencv-core, then add the lib you need, one by one, because all the components will not be able to compile (for instance, opencv-highgui is highly dependant on Windows API which is not fully compatible with Win8 Store Apps).
You'll also need to code by yourself some Win32 methods used by OpenCV and not accessible from Win8 App like GetSystemInfo(), GetTempPathA(), GetTempFileNameA() and all methods related to thread local storage (TLS).
I've been able to use a small subset of OpenCV in WinRT by compiling opencv_core, opencv_imgproc and zlib, as 3 seperate static libs. I've added one another, called opencv_winrt, that contains only the two following files:
opencv_winrt.h
#pragma once
#include "combaseapi.h"
void WINAPI GetSystemInfo(
_Out_ LPSYSTEM_INFO lpSystemInfo
);
DWORD WINAPI GetTempPathA(
_In_ DWORD nBufferLength,
_Out_ char* lpBuffer
);
UINT WINAPI GetTempFileNameA(
_In_ const char* lpPathName,
_In_ const char* lpPrefixString,
_In_ UINT uUnique,
_Out_ char* lpTempFileName
);
DWORD WINAPI TlsAlloc();
BOOL WINAPI TlsFree(
_In_ DWORD dwTlsIndex
);
LPVOID WINAPI TlsGetValue(
_In_ DWORD dwTlsIndex
);
BOOL WINAPI TlsSetValue(
_In_ DWORD dwTlsIndex,
_In_opt_ LPVOID lpTlsValue
);
void WINAPI TlsShutdown();
# define TLS_OUT_OF_INDEXES ((DWORD)0xFFFFFFFF)
opencv_winrt.cpp
#include "opencv_winrt.h"
#include <vector>
#include <set>
#include <mutex>
#include "assert.h"
void WINAPI GetSystemInfo(LPSYSTEM_INFO lpSystemInfo)
{
GetNativeSystemInfo(lpSystemInfo);
}
DWORD WINAPI GetTempPathA(DWORD nBufferLength, char* lpBuffer)
{
return 0;
}
UINT WINAPI GetTempFileNameA(const char* lpPathName, const char* lpPrefixString, UINT uUnique, char* lpTempFileName)
{
return 0;
}
// Thread local storage.
typedef std::vector<void*> ThreadLocalData;
static __declspec(thread) ThreadLocalData* currentThreadData = nullptr;
static std::set<ThreadLocalData*> allThreadData;
static DWORD nextTlsIndex = 0;
static std::vector<DWORD> freeTlsIndices;
static std::mutex tlsAllocationLock;
DWORD WINAPI TlsAlloc()
{
std::lock_guard<std::mutex> lock(tlsAllocationLock);
// Can we reuse a previously freed TLS slot?
if (!freeTlsIndices.empty())
{
DWORD result = freeTlsIndices.back();
freeTlsIndices.pop_back();
return result;
}
// Allocate a new TLS slot.
return nextTlsIndex++;
}
_Use_decl_annotations_ BOOL WINAPI TlsFree(DWORD dwTlsIndex)
{
std::lock_guard<std::mutex> lock(tlsAllocationLock);
assert(dwTlsIndex < nextTlsIndex);
assert(find(freeTlsIndices.begin(), freeTlsIndices.end(), dwTlsIndex) == freeTlsIndices.end());
// Store this slot for reuse by TlsAlloc.
try
{
freeTlsIndices.push_back(dwTlsIndex);
}
catch (...)
{
return false;
}
// Zero the value for all threads that might be using this now freed slot.
for each (auto threadData in allThreadData)
{
if (threadData->size() > dwTlsIndex)
{
threadData->at(dwTlsIndex) = nullptr;
}
}
return true;
}
_Use_decl_annotations_ LPVOID WINAPI TlsGetValue(DWORD dwTlsIndex)
{
ThreadLocalData* threadData = currentThreadData;
if (threadData && threadData->size() > dwTlsIndex)
{
// Return the value of an allocated TLS slot.
return threadData->at(dwTlsIndex);
}
else
{
// Default value for unallocated slots.
return nullptr;
}
}
_Use_decl_annotations_ BOOL WINAPI TlsSetValue(DWORD dwTlsIndex, LPVOID lpTlsValue)
{
ThreadLocalData* threadData = currentThreadData;
if (!threadData)
{
// First time allocation of TLS data for this thread.
try
{
threadData = new ThreadLocalData(dwTlsIndex + 1, nullptr);
std::lock_guard<std::mutex> lock(tlsAllocationLock);
allThreadData.insert(threadData);
currentThreadData = threadData;
}
catch (...)
{
if (threadData)
delete threadData;
return false;
}
}
else if (threadData->size() <= dwTlsIndex)
{
// This thread already has a TLS data block, but it must be expanded to fit the specified slot.
try
{
std::lock_guard<std::mutex> lock(tlsAllocationLock);
threadData->resize(dwTlsIndex + 1, nullptr);
}
catch (...)
{
return false;
}
}
// Store the new value for this slot.
threadData->at(dwTlsIndex) = lpTlsValue;
return true;
}
// Called at thread exit to clean up TLS allocations.
void WINAPI TlsShutdown()
{
ThreadLocalData* threadData = currentThreadData;
if (threadData)
{
{
std::lock_guard<std::mutex> lock(tlsAllocationLock);
allThreadData.erase(threadData);
}
currentThreadData = nullptr;
delete threadData;
}
}
And I modify the file cvconfig.h: I've commented out every #define, except PACKAGE* and VERSION, and I added #include "opencv_winrt.h" at the end.
Just a hint - there is a C# wrapper for OpenCV called EmguCV (http://www.emgu.com/wiki/index.php/Main_Page), by looking at the forum posts I see that there is some activity towards using it on Windows 8 but it's hard to tell if it's now working since the posts claiming issues are quite old. I'd suggest you just give it a try and see if this C# wrapper is able to run on Windows Phone 8, I think it should definitely run on Windows 8.

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