Resets the type, size, and format of the swap chain.
HRESULT Reset( D3DPRESENT_PARAMETERS* pPresentationParameters );
Pointer to a D3DPRESENT_PARAMETERS structure, describing the new presentation parameters. This value cannot be NULL.
When this method returns:
If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_DEVICELOST, D3DERR_DRIVERINTERNALERROR, D3DERR_OUTOFVIDEOMEMORY.
If a call to IDirect3DDevice9::Reset fails, the device will be placed in the "lost" state (as indicated by a return value of D3DERR_DEVICELOST from a call to IDirect3DDevice9::TestCooperativeLevel) unless it is already in the "not reset" state (as indicated by a return value of D3DERR_DEVICENOTRESET from a call to IDirect3DDevice9::TestCooperativeLevel). Refer to IDirect3DDevice9::TestCooperativeLevel and Lost Devices for further information concerning the use of IDirect3DDevice9::Reset in the context of lost devices.
Calling IDirect3DDevice9::Reset causes all texture memory surfaces to be lost, managed textures to be flushed from video memory, and all state information to be lost. Before calling the IDirect3DDevice9::Reset method for a device, an application should release any explicit render targets, depth stencil surfaces, additional swap chains, state blocks, and D3DPOOL_DEFAULT resources associated with the device.
There are two different types of swap chains: full-screen or windowed. If the new swap chain is full-screen, the adapter will be placed in the display mode that matches the new size.
Direct3D 9 applications can expect messages to be sent to them during this call (for example, before this call is returned); applications should take precautions not to call into Direct3D at this time. In addition, when IDirect3DDevice9::Reset fails, the only valid methods that can be called are IDirect3DDevice9::Reset, IDirect3DDevice9::TestCooperativeLevel, and the various Release member functions. Calling any other method can result in an exception.
A call to IDirect3DDevice9::Reset will fail if called on a different thread than that used to create the device being reset.
Pixel shaders and vertex shaders survive IDirect3DDevice9::Reset calls for Direct3D 9. They do not need to be re-created explicitly by the application.
D3DFMT_UNKNOWN can be specified for the windowed mode back buffer format when calling IDirect3D9::CreateDevice, IDirect3DDevice9::Reset, and IDirect3DDevice9::CreateAdditionalSwapChain. This means the application does not have to query the current desktop format before calling IDirect3D9::CreateDevice for windowed mode. For full-screen mode, the back buffer format must be specified. Setting BackBufferCount equal to zero (BackBufferCount = 0) results in one back buffer.
When trying to reset more than one display adapter in a group, set pPresentationParameters to point to an array of D3DPRESENT_PARAMETERS structures, one for each display in the adapter group.
If a multihead device was created with D3DCREATE_ADAPTERGROUP_DEVICE, IDirect3DDevice9::Reset requires an array of D3DPRESENT_PARAMETERS structures wherein each structure must specify a full-screen display. To switch back to windowed mode, the application must destroy the device and re-create a non-multihead device in windowed mode.
Header: Declared in D3d9.h.
D3DSWAPEFFECT, D3DPRESENT_PARAMETERS, IDirect3DDevice9::Present, Multihead