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/*
* $RCSfile$
*
* Copyright 2000-2008 Sun Microsystems, Inc. All Rights Reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Sun designates this
* particular file as subject to the "Classpath" exception as provided
* by Sun in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
* CA 95054 USA or visit www.sun.com if you need additional information or
* have any questions.
*
* $Revision$
* $Date$
* $State$
*/
#if !defined(D3DDEVICEINFO_H)
#define D3DDEVICEINFO_H
#include "StdAfx.h"
extern UINT vertexBufferMaxVertexLimit;
// Fix to Issue 226 : D3D - fail on stress test for the creation and destruction of Canvases
#define D3DDEPTHFORMATSIZE 7
class D3dDeviceInfo {
public:
// Hardware Rasterizer
// Transform & Light Hardware Rasterizer
// Reference Rasterizer
char deviceName[40]; // One of above name
D3DDEVTYPE deviceType; // D3DDEVTYPE_HAL or D3DDEVTYPE_REF
BOOL desktopCompatible; // Can render in desktop mode
BOOL fullscreenCompatible; // Can render in fullscreen mode
// using current desktop mode setting
//issue 135 - adding device info
char* deviceVendor;
char* deviceRenderer;
char* deviceVersion;
// each bitmask correspond to the support of
// D3DMULTISAMPLE_i_SAMPLES type, i = 2...16
DWORD multiSampleSupport;
// TRUE when d3dDepthFormat[i] support
BOOL depthFormatSupport[D3DDEPTHFORMATSIZE];
// depth format select
D3DFORMAT depthStencilFormat;
// max z buffer depth support
UINT maxZBufferDepthSize;
// max stencil buffer depth support
UINT maxStencilDepthSize; // new on 1.4
// Max vertex count support for each primitive
DWORD maxVertexCount[GEO_TYPE_INDEXED_LINE_STRIP_SET+1];
BOOL supportStencil; // new on 1.4
BOOL supportShaders11;
BOOL isHardware;
BOOL isHardwareTnL;
BOOL supportDepthBias;
BOOL supportRasterPresImmediate;
BOOL canRenderWindowed;
BOOL supportMipmap;
BOOL texturePow2Only;
BOOL textureSquareOnly;
BOOL linePatternSupport;
BOOL texBorderModeSupport;
BOOL texLerpSupport;
DWORD maxTextureUnitStageSupport;
DWORD maxTextureBlendStages;
DWORD maxSimultaneousTextures;
DWORD maxTextureWidth;
DWORD maxTextureHeight;
DWORD maxTextureDepth;
DWORD maxPrimitiveCount;
DWORD maxVertexIndex;
DWORD maxActiveLights;
DWORD maxPointSize;
DWORD rangeFogEnable;
D3DRENDERSTATETYPE fogMode;
int texMask;
int maxAnisotropy;
BOOL supportStreamOffset;
D3dDeviceInfo();
~D3dDeviceInfo();
// set capabilities of this device
VOID setCaps(D3DCAPS9 *d3dCaps);
BOOL supportAntialiasing();
D3DMULTISAMPLE_TYPE getBestMultiSampleType();
int getTextureFeaturesMask();
void findDepthStencilFormat(int minZDepth, int minZDepthStencil);
};
#endif
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