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📄 d3denumeration.cpp

📁 VC游戏编程基础
💻 CPP
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//-----------------------------------------------------------------------------
// File: D3DEnumeration.cpp
//
// Desc: Enumerates D3D adapters, devices, modes, etc.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include "dxstdafx.h"


//-----------------------------------------------------------------------------
// Name: ColorChannelBits
// Desc: Returns the number of color channel bits in the specified D3DFORMAT
//-----------------------------------------------------------------------------
static UINT ColorChannelBits( D3DFORMAT fmt )
{
    switch( fmt )
    {
        case D3DFMT_R8G8B8:
            return 8;
        case D3DFMT_A8R8G8B8:
            return 8;
        case D3DFMT_X8R8G8B8:
            return 8;
        case D3DFMT_R5G6B5:
            return 5;
        case D3DFMT_X1R5G5B5:
            return 5;
        case D3DFMT_A1R5G5B5:
            return 5;
        case D3DFMT_A4R4G4B4:
            return 4;
        case D3DFMT_R3G3B2:
            return 2;
        case D3DFMT_A8R3G3B2:
            return 2;
        case D3DFMT_X4R4G4B4:
            return 4;
        case D3DFMT_A2B10G10R10:
            return 10;
        case D3DFMT_A2R10G10B10:
            return 10;
        default:
            return 0;
    }
}




//-----------------------------------------------------------------------------
// Name: AlphaChannelBits
// Desc: Returns the number of alpha channel bits in the specified D3DFORMAT
//-----------------------------------------------------------------------------
static UINT AlphaChannelBits( D3DFORMAT fmt )
{
    switch( fmt )
    {
        case D3DFMT_R8G8B8:
            return 0;
        case D3DFMT_A8R8G8B8:
            return 8;
        case D3DFMT_X8R8G8B8:
            return 0;
        case D3DFMT_R5G6B5:
            return 0;
        case D3DFMT_X1R5G5B5:
            return 0;
        case D3DFMT_A1R5G5B5:
            return 1;
        case D3DFMT_A4R4G4B4:
            return 4;
        case D3DFMT_R3G3B2:
            return 0;
        case D3DFMT_A8R3G3B2:
            return 8;
        case D3DFMT_X4R4G4B4:
            return 0;
        case D3DFMT_A2B10G10R10:
            return 2;
        case D3DFMT_A2R10G10B10:
            return 2;
        default:
            return 0;
    }
}




//-----------------------------------------------------------------------------
// Name: DepthBits
// Desc: Returns the number of depth bits in the specified D3DFORMAT
//-----------------------------------------------------------------------------
static UINT DepthBits( D3DFORMAT fmt )
{
    switch( fmt )
    {
        case D3DFMT_D16:
            return 16;
        case D3DFMT_D15S1:
            return 15;
        case D3DFMT_D24X8:
            return 24;
        case D3DFMT_D24S8:
            return 24;
        case D3DFMT_D24X4S4:
            return 24;
        case D3DFMT_D32:
            return 32;
        default:
            return 0;
    }
}




//-----------------------------------------------------------------------------
// Name: StencilBits
// Desc: Returns the number of stencil bits in the specified D3DFORMAT
//-----------------------------------------------------------------------------
static UINT StencilBits( D3DFORMAT fmt )
{
    switch( fmt )
    {
        case D3DFMT_D16:
            return 0;
        case D3DFMT_D15S1:
            return 1;
        case D3DFMT_D24X8:
            return 0;
        case D3DFMT_D24S8:
            return 8;
        case D3DFMT_D24X4S4:
            return 4;
        case D3DFMT_D32:
            return 0;
        default:
            return 0;
    }
}




//-----------------------------------------------------------------------------
// Name: D3DAdapterInfo destructor
// Desc: 
//-----------------------------------------------------------------------------
D3DAdapterInfo::~D3DAdapterInfo( void )
{
    if( pDisplayModeList != NULL )
        delete pDisplayModeList;
    if( pDeviceInfoList != NULL )
    {
        for( UINT idi = 0; idi < pDeviceInfoList->Count(); idi++ )
            delete (D3DDeviceInfo*)pDeviceInfoList->GetPtr(idi);
        delete pDeviceInfoList;
    }
}




//-----------------------------------------------------------------------------
// Name: D3DDeviceInfo destructor
// Desc: 
//-----------------------------------------------------------------------------
D3DDeviceInfo::~D3DDeviceInfo( void )
{
    if( pDeviceComboList != NULL )
    {
        for( UINT idc = 0; idc < pDeviceComboList->Count(); idc++ )
            delete (D3DDeviceCombo*)pDeviceComboList->GetPtr(idc);
        delete pDeviceComboList;
    }
}




//-----------------------------------------------------------------------------
// Name: D3DDeviceCombo destructor
// Desc: 
//-----------------------------------------------------------------------------
D3DDeviceCombo::~D3DDeviceCombo( void )
{
    if( pDepthStencilFormatList != NULL )
        delete pDepthStencilFormatList;
    if( pMultiSampleTypeList != NULL )
        delete pMultiSampleTypeList;
    if( pMultiSampleQualityList != NULL )
        delete pMultiSampleQualityList;
    if( pDSMSConflictList != NULL )
        delete pDSMSConflictList;
    if( pVertexProcessingTypeList != NULL )
        delete pVertexProcessingTypeList;
    if( pPresentIntervalList != NULL )
        delete pPresentIntervalList;
}



//-----------------------------------------------------------------------------
// Name: CD3DEnumeration constructor
// Desc: 
//-----------------------------------------------------------------------------
CD3DEnumeration::CD3DEnumeration()
{
    m_pAdapterInfoList = NULL;
    m_pAllowedAdapterFormatList = NULL;
    AppMinFullscreenWidth = 640;
    AppMinFullscreenHeight = 480;
    AppMinColorChannelBits = 5;
    AppMinAlphaChannelBits = 0;
    AppMinDepthBits = 15;
    AppMinStencilBits = 0;
    AppUsesDepthBuffer = false;
    AppUsesMixedVP = false;
    AppRequiresWindowed = false;
    AppRequiresFullscreen = false;
}




//-----------------------------------------------------------------------------
// Name: CD3DEnumeration destructor
// Desc: 
//-----------------------------------------------------------------------------
CD3DEnumeration::~CD3DEnumeration()
{
    if( m_pAdapterInfoList != NULL )
    {
        for( UINT iai = 0; iai < m_pAdapterInfoList->Count(); iai++ )
            delete (D3DAdapterInfo*)m_pAdapterInfoList->GetPtr(iai);
        delete m_pAdapterInfoList;
    }
    SAFE_DELETE( m_pAllowedAdapterFormatList );
}




//-----------------------------------------------------------------------------
// Name: SortModesCallback
// Desc: Used to sort D3DDISPLAYMODEs
//-----------------------------------------------------------------------------
static int __cdecl SortModesCallback( const void* arg1, const void* arg2 )
{
    D3DDISPLAYMODE* pdm1 = (D3DDISPLAYMODE*)arg1;
    D3DDISPLAYMODE* pdm2 = (D3DDISPLAYMODE*)arg2;

    if (pdm1->Width > pdm2->Width)
        return 1;
    if (pdm1->Width < pdm2->Width)
        return -1;
    if (pdm1->Height > pdm2->Height)
        return 1;
    if (pdm1->Height < pdm2->Height)
        return -1;
    if (pdm1->Format > pdm2->Format)
        return 1;
    if (pdm1->Format < pdm2->Format)
        return -1;
    if (pdm1->RefreshRate > pdm2->RefreshRate)
        return 1;
    if (pdm1->RefreshRate < pdm2->RefreshRate)
        return -1;
    return 0;
}




//-----------------------------------------------------------------------------
// Name: Enumerate
// Desc: Enumerates available D3D adapters, devices, modes, etc.
//-----------------------------------------------------------------------------
HRESULT CD3DEnumeration::Enumerate()
{
    HRESULT hr;
    CArrayList adapterFormatList( AL_VALUE, sizeof(D3DFORMAT) );

    if( m_pD3D == NULL )
        return E_FAIL;

    m_pAdapterInfoList = new CArrayList( AL_REFERENCE );
    if( m_pAdapterInfoList == NULL )
        return E_OUTOFMEMORY;

    m_pAllowedAdapterFormatList = new CArrayList( AL_VALUE, sizeof(D3DFORMAT) );
    if( m_pAllowedAdapterFormatList == NULL )
        return E_OUTOFMEMORY;
    D3DFORMAT fmt;
    if( FAILED( hr = m_pAllowedAdapterFormatList->Add( &( fmt = D3DFMT_X8R8G8B8 ) ) ) )
        return hr;
    if( FAILED( hr = m_pAllowedAdapterFormatList->Add( &( fmt = D3DFMT_X1R5G5B5 ) ) ) )
        return hr;
    if( FAILED( hr = m_pAllowedAdapterFormatList->Add( &( fmt = D3DFMT_R5G6B5 ) ) ) )
        return hr;
    if( FAILED( hr = m_pAllowedAdapterFormatList->Add( &( fmt = D3DFMT_A2R10G10B10 ) ) ) )
        return hr;

    D3DAdapterInfo* pAdapterInfo = NULL;
    UINT numAdapters = m_pD3D->GetAdapterCount();

    for (UINT adapterOrdinal = 0; adapterOrdinal < numAdapters; adapterOrdinal++)
    {
        pAdapterInfo = new D3DAdapterInfo;
        if( pAdapterInfo == NULL )
            return E_OUTOFMEMORY;
        pAdapterInfo->pDisplayModeList = new CArrayList( AL_VALUE, sizeof(D3DDISPLAYMODE)); 
        pAdapterInfo->pDeviceInfoList = new CArrayList( AL_REFERENCE );
        if( pAdapterInfo->pDisplayModeList == NULL ||
            pAdapterInfo->pDeviceInfoList == NULL )
        {
            delete pAdapterInfo;
            return E_OUTOFMEMORY;
        }
        pAdapterInfo->AdapterOrdinal = adapterOrdinal;
        m_pD3D->GetAdapterIdentifier(adapterOrdinal, 0, &pAdapterInfo->AdapterIdentifier);

        // Get list of all display modes on this adapter.  
        // Also build a temporary list of all display adapter formats.
        adapterFormatList.Clear();
        for( UINT iaaf = 0; iaaf < m_pAllowedAdapterFormatList->Count(); iaaf++ )
        {
            D3DFORMAT allowedAdapterFormat = *(D3DFORMAT*)m_pAllowedAdapterFormatList->GetPtr( iaaf );
            UINT numAdapterModes = m_pD3D->GetAdapterModeCount( adapterOrdinal, allowedAdapterFormat );
            for (UINT mode = 0; mode < numAdapterModes; mode++)
            {
                D3DDISPLAYMODE displayMode;
                m_pD3D->EnumAdapterModes( adapterOrdinal, allowedAdapterFormat, mode, &displayMode );
                if( displayMode.Width < AppMinFullscreenWidth ||
                    displayMode.Height < AppMinFullscreenHeight ||
                    ColorChannelBits(displayMode.Format) < AppMinColorChannelBits )
                {
                    continue;
                }
                pAdapterInfo->pDisplayModeList->Add(&displayMode);
                if( !adapterFormatList.Contains( &displayMode.Format ) )
                    adapterFormatList.Add( &displayMode.Format );
            }
        }

        // Sort displaymode list
        qsort( pAdapterInfo->pDisplayModeList->GetPtr(0), 
            pAdapterInfo->pDisplayModeList->Count(), sizeof( D3DDISPLAYMODE ),
            SortModesCallback );

        // Get info for each device on this adapter
        if( FAILED( hr = EnumerateDevices( pAdapterInfo, &adapterFormatList ) ) )
        {
            delete pAdapterInfo;
            return hr;
        }

        // If at least one device on this adapter is available and compatible
        // with the app, add the adapterInfo to the list
        if (pAdapterInfo->pDeviceInfoList->Count() == 0)
            delete pAdapterInfo;
        else
            m_pAdapterInfoList->Add(pAdapterInfo);
    }
    return S_OK;
}

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