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// This code contains NVIDIA Confidential Information and is disclosed
// under the Mutual Non-Disclosure Agreement.
//
// Notice
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
//
// NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
// expressly authorized by NVIDIA. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved.
//
// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
// rights in and to this software and related documentation and any modifications thereto.
// Any use, reproduction, disclosure or distribution of this software and related
// documentation without an express license agreement from NVIDIA Corporation is
// strictly prohibited.
//
//--------------------------------------------------------------------------------------
// File: DXUTEnum.h
//
// Enumerates D3D adapters, devices, modes, etc.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#ifndef DXUT_ENUM_H
#define DXUT_ENUM_H
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
class CD3DEnumAdapterInfo;
class CD3DEnumDeviceInfo;
struct CD3DEnumDeviceSettingsCombo;
struct CD3DEnumDSMSConflict;
//--------------------------------------------------------------------------------------
// Enumerates available Direct3D adapters, devices, modes, etc.
// Use DXUTGetEnumeration() to access global instance
//--------------------------------------------------------------------------------------
class CD3DEnumeration
{
public:
// These should be called before Enumerate().
//
// Use these calls and the IsDeviceAcceptable to control the contents of
// the enumeration object, which affects the device selection and the device settings dialog.
void SetRequirePostPixelShaderBlending( bool bRequire ) { m_bRequirePostPixelShaderBlending = bRequire; }
void SetResolutionMinMax( UINT nMinWidth, UINT nMinHeight, UINT nMaxWidth, UINT nMaxHeight );
void SetRefreshMinMax( UINT nMin, UINT nMax );
void SetMultisampleQualityMax( UINT nMax );
void GetPossibleVertexProcessingList( bool* pbSoftwareVP, bool* pbHardwareVP, bool* pbPureHarewareVP, bool* pbMixedVP );
void SetPossibleVertexProcessingList( bool bSoftwareVP, bool bHardwareVP, bool bPureHarewareVP, bool bMixedVP );
CGrowableArray<D3DFORMAT>* GetPossibleDepthStencilFormatList();
CGrowableArray<D3DMULTISAMPLE_TYPE>* GetPossibleMultisampleTypeList();
CGrowableArray<UINT>* GetPossiblePresentIntervalList();
void ResetPossibleDepthStencilFormats();
void ResetPossibleMultisampleTypeList();
void ResetPossiblePresentIntervalList();
// Call Enumerate() to enumerate available D3D adapters, devices, modes, etc.
HRESULT Enumerate( IDirect3D9* pD3D = NULL,
LPDXUTCALLBACKISDEVICEACCEPTABLE IsDeviceAcceptableFunc = NULL,
void* pIsDeviceAcceptableFuncUserContext = NULL );
// These should be called after Enumerate() is called
CGrowableArray<CD3DEnumAdapterInfo*>* GetAdapterInfoList();
CD3DEnumAdapterInfo* GetAdapterInfo( UINT AdapterOrdinal );
CD3DEnumDeviceInfo* GetDeviceInfo( UINT AdapterOrdinal, D3DDEVTYPE DeviceType );
CD3DEnumDeviceSettingsCombo* GetDeviceSettingsCombo( DXUTDeviceSettings* pDeviceSettings ) { return GetDeviceSettingsCombo( pDeviceSettings->AdapterOrdinal, pDeviceSettings->DeviceType, pDeviceSettings->AdapterFormat, pDeviceSettings->pp.BackBufferFormat, pDeviceSettings->pp.Windowed ); }
CD3DEnumDeviceSettingsCombo* GetDeviceSettingsCombo( UINT AdapterOrdinal, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, BOOL Windowed );
~CD3DEnumeration();
private:
friend CD3DEnumeration* DXUTGetEnumeration();
// Use DXUTGetEnumeration() to access global instance
CD3DEnumeration();
IDirect3D9* m_pD3D;
LPDXUTCALLBACKISDEVICEACCEPTABLE m_IsDeviceAcceptableFunc;
void* m_pIsDeviceAcceptableFuncUserContext;
bool m_bRequirePostPixelShaderBlending;
CGrowableArray<D3DFORMAT> m_DepthStecilPossibleList;
CGrowableArray<D3DMULTISAMPLE_TYPE> m_MultiSampleTypeList;
CGrowableArray<UINT> m_PresentIntervalList;
bool m_bSoftwareVP;
bool m_bHardwareVP;
bool m_bPureHarewareVP;
bool m_bMixedVP;
UINT m_nMinWidth;
UINT m_nMaxWidth;
UINT m_nMinHeight;
UINT m_nMaxHeight;
UINT m_nRefreshMin;
UINT m_nRefreshMax;
UINT m_nMultisampleQualityMax;
// Array of CD3DEnumAdapterInfo* with unique AdapterOrdinals
CGrowableArray<CD3DEnumAdapterInfo*> m_AdapterInfoList;
HRESULT EnumerateDevices( CD3DEnumAdapterInfo* pAdapterInfo, CGrowableArray<D3DFORMAT>* pAdapterFormatList );
HRESULT EnumerateDeviceCombos( CD3DEnumAdapterInfo* pAdapterInfo, CD3DEnumDeviceInfo* pDeviceInfo, CGrowableArray<D3DFORMAT>* pAdapterFormatList );
void BuildDepthStencilFormatList( CD3DEnumDeviceSettingsCombo* pDeviceCombo );
void BuildMultiSampleTypeList( CD3DEnumDeviceSettingsCombo* pDeviceCombo );
void BuildDSMSConflictList( CD3DEnumDeviceSettingsCombo* pDeviceCombo );
void BuildPresentIntervalList( CD3DEnumDeviceInfo* pDeviceInfo, CD3DEnumDeviceSettingsCombo* pDeviceCombo );
void ClearAdapterInfoList();
};
CD3DEnumeration* DXUTGetEnumeration();
//--------------------------------------------------------------------------------------
// A class describing an adapter which contains a unique adapter ordinal
// that is installed on the system
//--------------------------------------------------------------------------------------
class CD3DEnumAdapterInfo
{
public:
~CD3DEnumAdapterInfo();
UINT AdapterOrdinal;
D3DADAPTER_IDENTIFIER9 AdapterIdentifier;
WCHAR szUniqueDescription[256];
CGrowableArray<D3DDISPLAYMODE> displayModeList; // Array of supported D3DDISPLAYMODEs
CGrowableArray<CD3DEnumDeviceInfo*> deviceInfoList; // Array of CD3DEnumDeviceInfo* with unique supported DeviceTypes
};
//--------------------------------------------------------------------------------------
// A class describing a Direct3D device that contains a
// unique supported device type
//--------------------------------------------------------------------------------------
class CD3DEnumDeviceInfo
{
public:
~CD3DEnumDeviceInfo();
UINT AdapterOrdinal;
D3DDEVTYPE DeviceType;
D3DCAPS9 Caps;
// List of CD3DEnumDeviceSettingsCombo* with a unique set
// of AdapterFormat, BackBufferFormat, and Windowed
CGrowableArray<CD3DEnumDeviceSettingsCombo*> deviceSettingsComboList;
};
//--------------------------------------------------------------------------------------
// A struct describing device settings that contains a unique combination of
// adapter format, back buffer format, and windowed that is compatible with a
// particular Direct3D device and the app.
//--------------------------------------------------------------------------------------
struct CD3DEnumDeviceSettingsCombo
{
UINT AdapterOrdinal;
D3DDEVTYPE DeviceType;
D3DFORMAT AdapterFormat;
D3DFORMAT BackBufferFormat;
BOOL Windowed;
CGrowableArray<D3DFORMAT> depthStencilFormatList; // List of D3DFORMATs
CGrowableArray<D3DMULTISAMPLE_TYPE> multiSampleTypeList; // List of D3DMULTISAMPLE_TYPEs
CGrowableArray<DWORD> multiSampleQualityList; // List of number of quality levels for each multisample type
CGrowableArray<UINT> presentIntervalList; // List of D3DPRESENT flags
CGrowableArray<CD3DEnumDSMSConflict> DSMSConflictList; // List of CD3DEnumDSMSConflict
CD3DEnumAdapterInfo* pAdapterInfo;
CD3DEnumDeviceInfo* pDeviceInfo;
};
//--------------------------------------------------------------------------------------
// A depth/stencil buffer format that is incompatible with a
// multisample type.
//--------------------------------------------------------------------------------------
struct CD3DEnumDSMSConflict
{
D3DFORMAT DSFormat;
D3DMULTISAMPLE_TYPE MSType;
};
#endif
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