In my application I seem unable to achieve more than one device (GPU) in fullscreen at the same time. After much testing and googling I still remain puzzled. Windowed mode is not an option for me, and multi device is essential.
I can get multiple swap chains on a single device to go fullscreen at the same time, but as soon as more than one device is going fullscreen, a maximum of one device remains in fullscreen mode.
I also found this blog stating the problem:
Is it possible to achieve fullscreen rendering on multiple devices using DirectX 11 on Windows 8/7? If yes, how would that be achieved? If not, what’s the rationale behind it?
Looking for solutions for DirectX 11, I found a webpage stating that DirectX 9 could be used in fullscreen mode on multiple devices if some restrictions are met:
“… The practical implication is that a multiple monitor application can place several devices in full-screen mode, but only if all these devices are for different adapters, were created by the same Direct3D9 object, and all share the same focus window…”
Are there similar restrictions as with DX9 for DX11 on Windows 8 and how could they be met?
If fullscreen rendering on multiple devices is not possible using DirectX 11 (for some reason I would like to know), could it be possible to interop between DX9 and DX11 to get it working?
I also read in a blog that Windows Vista might work with multiple fullscreen devices since it uses DXGI 1.0.
I would really appreciate some comments on this issue.
Jørn Skaarud Karlsen