Reputation: 146900
I'm calling this method:
http://msdn.microsoft.com/en-us/library/dd371264(VS.85).aspx
The call fails with E_NOINTERFACE
. The documentation is especially unhelpful as to why this may happen. I've enabled all of the DirectX 11 debug stuff and that's the best I got. I know that I have a valid IDXGISurface1*
(also tried IDXGISurface
) and the other parameters are set correctly. Any ideas as to why this call may fail?
Edit:
I also am having problems creating D3D11 devices. If I pass nullptr as the IDXGIAdapter* argument in D3D11CreateDeviceAndSwapChain, it works fine, but if I enumerate the adapters myself and pass in a pointer (the only one returned), it fails with invalid argument. The MSDN documentation explicitly says that if nullptr is passed, then the system uses the first return from EnumAdapters1. I am running a DX11 system.
Upvotes: 2
Views: 5077
Reputation: 1038
Direct2D only works when you create a Direct3D 10.1 device, but it can share surfaces with Direct3D 11. All you need to do is create both devices and render all of your Direct2D content to a texture that you share between them. I use this technique in my own applications to use Direct2D with Direct3D 11. It incurs a slight cost, but it is small and constant per frame.
A basic outline of the process you will need to use is:
It's not trivial, but it works well, and it is the way that they intended you to interoperate between them. Windows 8 looks like it will introduce full D3D11 compatibility, so it will be just as simple as you expect.
Upvotes: 7
Reputation: 10979
Direct2D uses D3D10 devices not D3D11 devices. D3D11 device is probably that is reported as lacking interface by that E_NOINTERFACE.
Upvotes: 2