• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            DXUT框架剖析(5)

            修改可用的設備

            應用程序可以通過DXUTSetCallbackDeviceChanging()設置回調函數來修改Direct3D設備的創建設置:

            Sets a callback function that allow the application to change the device settings before the device is created.

            VOID DXUTSetCallbackDeviceChanging(
            LPDXUTCALLBACKMODIFYDEVICESETTINGS pCallbackModifyDeviceSettings,
            void* pUserContext
            );

            Parameters

            pCallbackModifyDeviceSettings
            [in] Pointer to a LPDXUTCALLBACKMODIFYDEVICESETTINGS callback function. If the callback function is supplied, it will be called before the Direct3D device is created. If NULL, DXUT will not notify the application about device changes.
            pUserContext
            [in] Pointer to a user-defined value which is passed to the callback function. Typically used by an application to pass a pointer to a data structure that provides context information for the callback function. The default value is NULL

            Return Values

            No return value.

            Remarks

            Before a device is created by DXUT, the LPDXUTCALLBACKMODIFYDEVICESETTINGS callback will be called to allow the application to examine or change the device settings before the device is created. This allows an application to modify the device creation settings as it sees fit.

            This callback also allows applications to reject changing the device altogether. Returning false from inside this callback will notify DXUT to keep using the current device instead of changing to the new device.

            LPDXUTCALLBACKMODIFYDEVICESETTINGS

            Application-defined callback function, called by DXUT to allow changes in device settings before the device is created.

            bool LPDXUTCALLBACKMODIFYDEVICESETTINGS(
            DXUTDeviceSettings * pDeviceSettings,
            void* pUserContext
            );

            Parameters

            pDeviceSettings
            [in] Pointer to a DXUTDeviceSettings structure that contains the settings for the new device.
            pUserContext
            [in] Pointer to a user-defined value which is passed to the callback function. Typically used by an application to pass a pointer to a data structure that provides context information for the callback function. The default value is NULL

            Return Values

            Program the application to return true to continue creating the device. If not, the application should return false to continue using the current device if one exists.

            Remarks

            Before a device is created by DXUT, the LPDXUTCALLBACKMODIFYDEVICESETTINGS callback will be called to allow the application to examine or change the device settings before the device is created. This allows an application to modify the device creation settings as it sees fit.

            This callback also allows applications to reject changing the device altogether. Returning false from inside this callback will notify DXUT to keep using the current device instead of changing to the new device.

            Anything in pDeviceSettings can be changed by the application. DXUT will not prevent the failure of device creation caused by changes to device settings.

            DXUTDeviceSettings

            A union of settings describing how to create the Direct3D 9 or Direct3D 10 device.

            typedef struct DXUTDeviceSettings {
            DXUTDeviceVersion ver;
            union {
            DXUTD3D9DeviceSettings d3d9;
            DXUTD3D10DeviceSettings d3d10;
            };
            } DXUTDeviceSettings, *LPDXUTDeviceSettings;

            Members

            ver
            Indicates whether the settings structure is for a Direct3D 9 or Direct3D 10 device.
            d3d9
            Device settings for Direct3D 9 device. Only valid if ver is DXUT_D3D9_DEVICE.
            d3d10
            Device settings for Direct3D 10 device. Only valid if ver is DXUT_D3D10_DEVICE.

            Remarks

            The DXUTDeviceSettings can only describe a single device because the DXUTD3D9DeviceSettings and DXUTD3D10DeviceSettings member variables are unioned together. The DXUTDeviceVersion indicates which of these structures is valid.

            DXUTD3D9DeviceSettings

            Describes the settings used to create a Direct3D 9 device.

            typedef struct DXUTD3D9DeviceSettings {
            UINT AdapterOrdinal;
            D3DDEVTYPE DeviceType;
            D3DFORMAT AdapterFormat;
            DWORD BehaviorFlags;
            D3DPRESENT_PARAMETERS pp;
            } DXUTD3D9DeviceSettings, *LPDXUTD3D9DeviceSettings;

            Members

            AdapterOrdinal
            Ordinal number that denotes the display adapter.
            DeviceType
            Enumerated type of the device.
            AdapterFormat
            Adapter surface format.
            BehaviorFlags
            Behavior flags. This member can be a combination of one or more of the D3DCREATE values.
            pp
            Presentation parameters structure.

            DXUT fills this structure with valid values, and then passes the structure to the callback function where the application can modify it. Be sure to validate any changes your application makes in this callback function. Here is an example that changes the depth-stencil format.

            bool CALLBACK ModifyDeviceSettings( 
            DXUTDeviceSettings* pDeviceSettings,
            void* pUserContext )
            {
            if( pDeviceSettings->ver == DXUT_D3D9_DEVICE )
            {
            IDirect3D9* pD3D = DXUTGetD3DObject();

            if( SUCCEEDED( pD3D->CheckDeviceFormat(
            pDeviceSettings->d3d9.AdapterOrdinal, pDeviceSettings->d3d9.DeviceType,
            pDeviceSettings->d3d9.AdapterFormat, D3DUSAGE_DEPTHSTENCIL,
            D3DRTYPE_SURFACE, D3DFMT_D24S8 ) ) )
            {
            if( SUCCEEDED( pD3D->CheckDepthStencilMatch(
            pDeviceSettings->d3d9.AdapterOrdinal, pDeviceSettings->d3d9.DeviceType,
            pDeviceSettings->d3d9.AdapterFormat, pDeviceSettings->d3d9.pp.BackBufferFormat,
            D3DFMT_D24S8 ) ) )
            {
            pDeviceSettings->d3d9.pp.AutoDepthStencilFormat = D3DFMT_D24S8;
            }
            }
            }

            return true;
            }

            如果應用程序需要的深度模板格式是D3DFMT_D24S8,那么程序需要確定設備支持它。

            回調函數ModifyDeviceSettings()返回一個布爾值,如果應用程序返回TRUE,DXUT框架繼續像在正常情況下那樣進行設備創建。如果返回FALSE,框架不能改變設備,如果已有一個設備,則繼續使用當前設備。如果框架提出的請求是改變到一個應用程序不能使用的設備,應用程序可以拒絕該請求。例如,在一個多顯示器配置中,默認情況下在顯示器之間拖動窗口將使框架改變設備。但如果應用程序不能使用其他設備,它就必須拒絕這種改變并繼續使用當前設備。

             

            降級到軟件頂點處理

            Be careful if your hardware supports pixel processing (transforms and lighting) but does not support vertex processing. One common mistake is to reject devices based on the vertex shader version in the (LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE or LPDXUTCALLBACKISD3D10DEVICEACCEPTABLE) callback functions. The correct solution is to implement the checking in the ModifyDeviceSettings callback function as shown here.

            bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, 
            void* pUserContext )
            {
            if( pDeviceSettings->ver == DXUT_D3D9_DEVICE )
            {
            D3DCAPS9 caps;
            DXUTGetD3D9DeviceCaps( pDeviceSettings, &caps );

            // If device doesn't support HW T&L or doesn't support 1.1 vertex
            // shaders in HW, then switch to SWVP.
            if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
            pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
            {
            pDeviceSettings->d3d9.BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
            }

            else
            {
            pDeviceSettings->d3d9.BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
            }
            }

            return true;
            }

            posted on 2008-05-15 15:44 lovedday 閱讀(1342) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            久久国产精品-国产精品| 97久久国产露脸精品国产| 国产精品欧美久久久久天天影视| 久久香蕉国产线看观看99| 久久天天躁狠狠躁夜夜不卡| 亚洲人成无码网站久久99热国产| 久久免费的精品国产V∧| 伊色综合久久之综合久久| 国产午夜免费高清久久影院| 久久噜噜久久久精品66| 国内精品久久人妻互换| 久久精品一本到99热免费| 激情五月综合综合久久69| 狠狠狠色丁香婷婷综合久久五月 | 香蕉久久影院| 精品国产一区二区三区久久久狼| 久久久久久无码国产精品中文字幕 | 成人亚洲欧美久久久久| 一本色道久久99一综合| 久久人人爽人人爽人人片AV东京热| 久久99精品国产麻豆| 久久香综合精品久久伊人| 久久久久波多野结衣高潮| 久久人妻少妇嫩草AV蜜桃| 久久精品一区二区影院| 久久综合综合久久97色| 久久夜色精品国产噜噜噜亚洲AV| 亚洲av成人无码久久精品| 久久久久青草线蕉综合超碰| 99久久做夜夜爱天天做精品| 日日狠狠久久偷偷色综合0| 国内精品久久久久久久久| 精品乱码久久久久久夜夜嗨| 精品久久人人做人人爽综合 | 亚洲国产精品无码久久久蜜芽 | 久久精品国产亚洲一区二区| 日韩精品久久无码中文字幕| 久久久久人妻一区精品色| 日韩AV无码久久一区二区| 久久亚洲精品国产精品| 久久99久久99小草精品免视看|