📄 dxutenum.h
字号:
//--------------------------------------------------------------------------------------
// 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
//--------------------------------------------------------------------------------------
// Finding valid device settings
//--------------------------------------------------------------------------------------
enum DXUT_MATCH_TYPE
{
DXUTMT_IGNORE_INPUT = 0, // Use the closest valid value to a default
DXUTMT_PRESERVE_INPUT, // Use input without change, but may cause no valid device to be found
DXUTMT_CLOSEST_TO_INPUT // Use the closest valid value to the input
};
struct DXUTMatchOptions
{
DXUT_MATCH_TYPE eAPIVersion;
DXUT_MATCH_TYPE eAdapterOrdinal;
DXUT_MATCH_TYPE eOutput;
DXUT_MATCH_TYPE eDeviceType;
DXUT_MATCH_TYPE eWindowed;
DXUT_MATCH_TYPE eAdapterFormat;
DXUT_MATCH_TYPE eVertexProcessing;
DXUT_MATCH_TYPE eResolution;
DXUT_MATCH_TYPE eBackBufferFormat;
DXUT_MATCH_TYPE eBackBufferCount;
DXUT_MATCH_TYPE eMultiSample;
DXUT_MATCH_TYPE eSwapEffect;
DXUT_MATCH_TYPE eDepthFormat;
DXUT_MATCH_TYPE eStencilFormat;
DXUT_MATCH_TYPE ePresentFlags;
DXUT_MATCH_TYPE eRefreshRate;
DXUT_MATCH_TYPE ePresentInterval;
};
HRESULT WINAPI DXUTFindValidDeviceSettings( DXUTDeviceSettings* pOut, DXUTDeviceSettings* pIn = NULL, DXUTMatchOptions* pMatchOptions = NULL );
//--------------------------------------------------------------------------------------
// Functions to get bit depth from formats
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTGetD3D10AdapterDisplayMode( UINT AdapterOrdinal, UINT Output, DXGI_MODE_DESC *pModeDesc ); // TODO: refactor?
UINT WINAPI DXUTGetD3D9ColorChannelBits( D3DFORMAT fmt );
UINT WINAPI DXUTGetAlphaChannelBits( D3DFORMAT fmt );
UINT WINAPI DXUTGetStencilBits( D3DFORMAT fmt );
UINT WINAPI DXUTGetDepthBits( D3DFORMAT fmt );
UINT WINAPI DXUTGetDXGIColorChannelBits( DXGI_FORMAT fmt );
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
class CD3D9EnumAdapterInfo;
class CD3D9EnumDeviceInfo;
struct CD3D9EnumDeviceSettingsCombo;
struct CD3D9EnumDSMSConflict;
//--------------------------------------------------------------------------------------
// Optional memory create/destory functions. If not call, these will be called automatically
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTCreateD3D9Enumeration();
HRESULT WINAPI DXUTCreateD3D10Enumeration();
void WINAPI DXUTDestroyD3D9Enumeration();
void WINAPI DXUTDestroyD3D10Enumeration();
//--------------------------------------------------------------------------------------
// Enumerates available Direct3D9 adapters, devices, modes, etc.
// Use DXUTGetD3D9Enumeration() to access global instance
//--------------------------------------------------------------------------------------
class CD3D9Enumeration
{
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.
bool HasEnumerated() { return m_bHasEnumerated; }
HRESULT Enumerate( LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE IsD3D9DeviceAcceptableFunc = NULL,
void* pIsD3D9DeviceAcceptableFuncUserContext = NULL );
// These should be called after Enumerate() is called
CGrowableArray<CD3D9EnumAdapterInfo*>* GetAdapterInfoList();
CD3D9EnumAdapterInfo* GetAdapterInfo( UINT AdapterOrdinal );
CD3D9EnumDeviceInfo* GetDeviceInfo( UINT AdapterOrdinal, D3DDEVTYPE DeviceType );
CD3D9EnumDeviceSettingsCombo* GetDeviceSettingsCombo( DXUTD3D9DeviceSettings* pD3D9DeviceSettings ) { return GetDeviceSettingsCombo( pD3D9DeviceSettings->AdapterOrdinal, pD3D9DeviceSettings->DeviceType, pD3D9DeviceSettings->AdapterFormat, pD3D9DeviceSettings->pp.BackBufferFormat, pD3D9DeviceSettings->pp.Windowed ); }
CD3D9EnumDeviceSettingsCombo* GetDeviceSettingsCombo( UINT AdapterOrdinal, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, BOOL Windowed );
~CD3D9Enumeration();
private:
friend HRESULT WINAPI DXUTCreateD3D9Enumeration();
// Use DXUTGetD3D9Enumeration() to access global instance
CD3D9Enumeration();
bool m_bHasEnumerated;
IDirect3D9* m_pD3D;
LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE m_IsD3D9DeviceAcceptableFunc;
void* m_pIsD3D9DeviceAcceptableFuncUserContext;
bool m_bRequirePostPixelShaderBlending;
CGrowableArray<D3DFORMAT> m_DepthStencilPossibleList;
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 CD3D9EnumAdapterInfo* with unique AdapterOrdinals
CGrowableArray<CD3D9EnumAdapterInfo*> m_AdapterInfoList;
HRESULT EnumerateDevices( CD3D9EnumAdapterInfo* pAdapterInfo, CGrowableArray<D3DFORMAT>* pAdapterFormatList );
HRESULT EnumerateDeviceCombos( CD3D9EnumAdapterInfo* pAdapterInfo, CD3D9EnumDeviceInfo* pDeviceInfo, CGrowableArray<D3DFORMAT>* pAdapterFormatList );
void BuildDepthStencilFormatList( CD3D9EnumDeviceSettingsCombo* pDeviceCombo );
void BuildMultiSampleTypeList( CD3D9EnumDeviceSettingsCombo* pDeviceCombo );
void BuildDSMSConflictList( CD3D9EnumDeviceSettingsCombo* pDeviceCombo );
void BuildPresentIntervalList( CD3D9EnumDeviceInfo* pDeviceInfo, CD3D9EnumDeviceSettingsCombo* pDeviceCombo );
void ClearAdapterInfoList();
};
CD3D9Enumeration* WINAPI DXUTGetD3D9Enumeration( bool bForceEnumerate = false );
//--------------------------------------------------------------------------------------
// A class describing an adapter which contains a unique adapter ordinal
// that is installed on the system
//--------------------------------------------------------------------------------------
class CD3D9EnumAdapterInfo
{
public:
~CD3D9EnumAdapterInfo();
UINT AdapterOrdinal;
D3DADAPTER_IDENTIFIER9 AdapterIdentifier;
WCHAR szUniqueDescription[256];
CGrowableArray<D3DDISPLAYMODE> displayModeList; // Array of supported D3DDISPLAYMODEs
CGrowableArray<CD3D9EnumDeviceInfo*> deviceInfoList; // Array of CD3D9EnumDeviceInfo* with unique supported DeviceTypes
};
//--------------------------------------------------------------------------------------
// A class describing a Direct3D device that contains a
// unique supported device type
//--------------------------------------------------------------------------------------
class CD3D9EnumDeviceInfo
{
public:
~CD3D9EnumDeviceInfo();
UINT AdapterOrdinal;
D3DDEVTYPE DeviceType;
D3DCAPS9 Caps;
// List of CD3D9EnumDeviceSettingsCombo* with a unique set
// of AdapterFormat, BackBufferFormat, and Windowed
CGrowableArray<CD3D9EnumDeviceSettingsCombo*> deviceSettingsComboList;
};
//--------------------------------------------------------------------------------------
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -