What is 0x887A0004

 
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DXGI_ERROR_MORE_DATA DXGI_ERROR_DEVICE_REMOVED

DXGI_ERROR_UNSUPPORTED

It is generic DirectX error code. Many of DirectX functions return this error if requested feature is not supported. For example, D3D11CreateDevice can be failed with DXGI_ERROR_UNSUPPORTED (0x887A0004) if requested FeatureLevel or SDKVersion value is not supported.

How to fix:

  • Download and install latest version of DirectX and check if it helps
  • Install latest display and chipset drivers frm the manufacturer website and check if it helps

Microsoft DirectX Graphics Infrastructure (DXGI) recognizes that some parts of graphics evolve more slowly than others. The primary goal of DXGI is to manage low-level tasks that can be independent of the DirectX graphics runtime. DXGI provides a common framework for future graphics components; the first component that takes advantage of DXGI is Microsoft Direct3D 10.

In previous versions of Direct3D, low-level tasks like enumeration of hardware devices, presenting rendered frames to an output, controlling gamma, and managing a full-screen transition were included in the Direct3D runtime. These tasks are now implemented in DXGI.

DXGI's purpose is to communicate with the kernel mode driver and the system hardware, as shown in the following diagram.

DXGI_ERROR_UNSUPPORTED (0x887A0004)

An application can access DXGI directly, or call the Direct3D APIs in D3D11_1.h, D3D11.h, D3D10_1.h, or D3D10.h, which handles the communications with DXGI for you. You may want to work with DXGI directly if your application needs to enumerate devices or control how data is presented to an output.

DirectX Graphics Infrastructure (DXGI) is a user-mode component of Microsoft Windows (for Windows Vista and above) which provides a mapping between particular graphics APIs such as Direct3D 10.0 and above (known in DXGI parlance as producers) and the graphics kernel, which in turn interfaces with the user-mode Windows Display Driver Model driver. DXGI provides objects to handle tasks such as enumerating graphics adapters and monitors, enumerating display modes, choosing buffer formats, sharing resources between processes (such as between applications and the Desktop Window Manager), and presenting rendered frames to a window or monitor for display.