1178 lines
43 KiB
C++

//--------------------------------------------------------------------------------------
// File: DXUTDevice9.cpp
//
// Enumerates D3D adapters, devices, modes, etc.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "DXUT.h"
#undef min // use __min instead
#undef max // use __max instead
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
extern void DXUTGetCallbackD3D9DeviceAcceptable( LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE* ppCallbackIsDeviceAcceptable, void** ppUserContext );
static int __cdecl SortModesCallback( const void* arg1, const void* arg2 );
CD3D9Enumeration* g_pDXUTD3D9Enumeration = NULL;
HRESULT WINAPI DXUTCreateD3D9Enumeration()
{
if( g_pDXUTD3D9Enumeration == NULL )
{
g_pDXUTD3D9Enumeration = new CD3D9Enumeration();
if( NULL == g_pDXUTD3D9Enumeration )
return E_OUTOFMEMORY;
}
return S_OK;
}
void WINAPI DXUTDestroyD3D9Enumeration()
{
SAFE_DELETE( g_pDXUTD3D9Enumeration );
}
class DXUTMemoryHelperD3D9Enum
{
public:
DXUTMemoryHelperD3D9Enum()
{
DXUTCreateD3D9Enumeration();
}
~DXUTMemoryHelperD3D9Enum()
{
DXUTDestroyD3D9Enumeration();
}
};
//--------------------------------------------------------------------------------------
CD3D9Enumeration* WINAPI DXUTGetD3D9Enumeration( bool bForceEnumerate )
{
// Using an static class with accessor function to allow control of the construction order
static DXUTMemoryHelperD3D9Enum d3d9enumMemory;
if( g_pDXUTD3D9Enumeration && ( !g_pDXUTD3D9Enumeration->HasEnumerated() || bForceEnumerate ) )
{
LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE pCallbackIsDeviceAcceptable;
void* pUserContext;
DXUTGetCallbackD3D9DeviceAcceptable( &pCallbackIsDeviceAcceptable, &pUserContext );
g_pDXUTD3D9Enumeration->Enumerate( pCallbackIsDeviceAcceptable, pUserContext );
}
return g_pDXUTD3D9Enumeration;
}
//--------------------------------------------------------------------------------------
CD3D9Enumeration::CD3D9Enumeration()
{
m_bHasEnumerated = false;
m_pD3D = NULL;
m_IsD3D9DeviceAcceptableFunc = NULL;
m_pIsD3D9DeviceAcceptableFuncUserContext = NULL;
m_bRequirePostPixelShaderBlending = true;
m_nMinWidth = 640;
m_nMinHeight = 480;
m_nMaxWidth = UINT_MAX;
m_nMaxHeight = UINT_MAX;
m_nRefreshMin = 0;
m_nRefreshMax = UINT_MAX;
m_nMultisampleQualityMax = 0xFFFF;
ResetPossibleDepthStencilFormats();
ResetPossibleMultisampleTypeList();
ResetPossiblePresentIntervalList();
SetPossibleVertexProcessingList( true, true, true, false );
}
//--------------------------------------------------------------------------------------
CD3D9Enumeration::~CD3D9Enumeration()
{
ClearAdapterInfoList();
}
//--------------------------------------------------------------------------------------
// Enumerate for each adapter all of the supported display modes,
// device types, adapter formats, back buffer formats, window/full screen support,
// depth stencil formats, multisampling types/qualities, and presentations intervals.
//
// For each combination of device type (HAL/REF), adapter format, back buffer format, and
// IsWindowed it will call the app's ConfirmDevice callback. This allows the app
// to reject or allow that combination based on its caps/etc. It also allows the
// app to change the BehaviorFlags. The BehaviorFlags defaults non-pure HWVP
// if supported otherwise it will default to SWVP, however the app can change this
// through the ConfirmDevice callback.
//--------------------------------------------------------------------------------------
HRESULT CD3D9Enumeration::Enumerate( LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE IsD3D9DeviceAcceptableFunc,
void* pIsD3D9DeviceAcceptableFuncUserContext )
{
CDXUTPerfEventGenerator eventGenerator( DXUT_PERFEVENTCOLOR, L"DXUT D3D9 Enumeration" );
IDirect3D9* pD3D = DXUTGetD3D9Object();
if( pD3D == NULL )
{
pD3D = DXUTGetD3D9Object();
if( pD3D == NULL )
return DXUTERR_NODIRECT3D;
}
m_bHasEnumerated = true;
m_pD3D = pD3D;
m_IsD3D9DeviceAcceptableFunc = IsD3D9DeviceAcceptableFunc;
m_pIsD3D9DeviceAcceptableFuncUserContext = pIsD3D9DeviceAcceptableFuncUserContext;
HRESULT hr;
ClearAdapterInfoList();
CGrowableArray <D3DFORMAT> adapterFormatList;
const D3DFORMAT allowedAdapterFormatArray[] =
{
D3DFMT_X8R8G8B8,
D3DFMT_X1R5G5B5,
D3DFMT_R5G6B5,
D3DFMT_A2R10G10B10
};
const UINT allowedAdapterFormatArrayCount = sizeof( allowedAdapterFormatArray ) / sizeof
( allowedAdapterFormatArray[0] );
UINT numAdapters = pD3D->GetAdapterCount();
for( UINT adapterOrdinal = 0; adapterOrdinal < numAdapters; adapterOrdinal++ )
{
CD3D9EnumAdapterInfo* pAdapterInfo = new CD3D9EnumAdapterInfo;
if( pAdapterInfo == NULL )
return E_OUTOFMEMORY;
pAdapterInfo->AdapterOrdinal = adapterOrdinal;
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.RemoveAll();
for( UINT iFormatList = 0; iFormatList < allowedAdapterFormatArrayCount; iFormatList++ )
{
D3DFORMAT allowedAdapterFormat = allowedAdapterFormatArray[iFormatList];
UINT numAdapterModes = pD3D->GetAdapterModeCount( adapterOrdinal, allowedAdapterFormat );
for( UINT mode = 0; mode < numAdapterModes; mode++ )
{
D3DDISPLAYMODE displayMode;
pD3D->EnumAdapterModes( adapterOrdinal, allowedAdapterFormat, mode, &displayMode );
if( displayMode.Width < m_nMinWidth ||
displayMode.Height < m_nMinHeight ||
displayMode.Width > m_nMaxWidth ||
displayMode.Height > m_nMaxHeight ||
displayMode.RefreshRate < m_nRefreshMin ||
displayMode.RefreshRate > m_nRefreshMax )
{
continue;
}
pAdapterInfo->displayModeList.Add( displayMode );
if( !adapterFormatList.Contains( displayMode.Format ) )
adapterFormatList.Add( displayMode.Format );
}
}
D3DDISPLAYMODE displayMode;
pD3D->GetAdapterDisplayMode( adapterOrdinal, &displayMode );
if( !adapterFormatList.Contains( displayMode.Format ) )
adapterFormatList.Add( displayMode.Format );
// Sort displaymode list
qsort( pAdapterInfo->displayModeList.GetData(),
pAdapterInfo->displayModeList.GetSize(), sizeof( D3DDISPLAYMODE ),
SortModesCallback );
// Get info for each device on this adapter
if( FAILED( EnumerateDevices( pAdapterInfo, &adapterFormatList ) ) )
{
delete pAdapterInfo;
continue;
}
// If at least one device on this adapter is available and compatible
// with the app, add the adapterInfo to the list
if( pAdapterInfo->deviceInfoList.GetSize() > 0 )
{
hr = m_AdapterInfoList.Add( pAdapterInfo );
if( FAILED( hr ) )
return hr;
}
else
delete pAdapterInfo;
}
//
// Check for 2 or more adapters with the same name. Append the name
// with some instance number if that's the case to help distinguish
// them.
//
bool bUniqueDesc = true;
CD3D9EnumAdapterInfo* pAdapterInfo;
for( int i = 0; i < m_AdapterInfoList.GetSize(); i++ )
{
CD3D9EnumAdapterInfo* pAdapterInfo1 = m_AdapterInfoList.GetAt( i );
for( int j = i + 1; j < m_AdapterInfoList.GetSize(); j++ )
{
CD3D9EnumAdapterInfo* pAdapterInfo2 = m_AdapterInfoList.GetAt( j );
if( _stricmp( pAdapterInfo1->AdapterIdentifier.Description,
pAdapterInfo2->AdapterIdentifier.Description ) == 0 )
{
bUniqueDesc = false;
break;
}
}
if( !bUniqueDesc )
break;
}
for( int i = 0; i < m_AdapterInfoList.GetSize(); i++ )
{
pAdapterInfo = m_AdapterInfoList.GetAt( i );
MultiByteToWideChar( CP_ACP, 0,
pAdapterInfo->AdapterIdentifier.Description, -1,
pAdapterInfo->szUniqueDescription, 100 );
pAdapterInfo->szUniqueDescription[100] = 0;
if( !bUniqueDesc )
{
WCHAR sz[100];
swprintf_s( sz, 100, L" (#%d)", pAdapterInfo->AdapterOrdinal );
wcscat_s( pAdapterInfo->szUniqueDescription, 256, sz );
}
}
return S_OK;
}
//--------------------------------------------------------------------------------------
// Enumerates D3D devices for a particular adapter.
//--------------------------------------------------------------------------------------
HRESULT CD3D9Enumeration::EnumerateDevices( CD3D9EnumAdapterInfo* pAdapterInfo,
CGrowableArray <D3DFORMAT>* pAdapterFormatList )
{
HRESULT hr;
const D3DDEVTYPE devTypeArray[] =
{
D3DDEVTYPE_HAL,
D3DDEVTYPE_SW,
D3DDEVTYPE_REF
};
const UINT devTypeArrayCount = sizeof( devTypeArray ) / sizeof( devTypeArray[0] );
// Enumerate each Direct3D device type
for( UINT iDeviceType = 0; iDeviceType < devTypeArrayCount; iDeviceType++ )
{
CD3D9EnumDeviceInfo* pDeviceInfo = new CD3D9EnumDeviceInfo;
if( pDeviceInfo == NULL )
return E_OUTOFMEMORY;
// Fill struct w/ AdapterOrdinal and D3DDEVTYPE
pDeviceInfo->AdapterOrdinal = pAdapterInfo->AdapterOrdinal;
pDeviceInfo->DeviceType = devTypeArray[iDeviceType];
// Store device caps
if( FAILED( hr = m_pD3D->GetDeviceCaps( pAdapterInfo->AdapterOrdinal, pDeviceInfo->DeviceType,
&pDeviceInfo->Caps ) ) )
{
delete pDeviceInfo;
continue;
}
if( pDeviceInfo->DeviceType != D3DDEVTYPE_HAL )
{
// Create a temp device to verify that it is really possible to create a REF device
// [the developer DirectX redist has to be installed]
D3DDISPLAYMODE Mode;
m_pD3D->GetAdapterDisplayMode( 0, &Mode );
D3DPRESENT_PARAMETERS pp;
ZeroMemory( &pp, sizeof( D3DPRESENT_PARAMETERS ) );
pp.BackBufferWidth = 1;
pp.BackBufferHeight = 1;
pp.BackBufferFormat = Mode.Format;
pp.BackBufferCount = 1;
pp.SwapEffect = D3DSWAPEFFECT_COPY;
pp.Windowed = TRUE;
pp.hDeviceWindow = DXUTGetHWNDFocus();
IDirect3DDevice9* pDevice = NULL;
if( FAILED( hr = m_pD3D->CreateDevice( pAdapterInfo->AdapterOrdinal, pDeviceInfo->DeviceType,
DXUTGetHWNDFocus(),
D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &pp,
&pDevice ) ) )
{
delete pDeviceInfo;
continue;
}
SAFE_RELEASE( pDevice );
}
// Get info for each devicecombo on this device
if( FAILED( hr = EnumerateDeviceCombos( pAdapterInfo, pDeviceInfo, pAdapterFormatList ) ) )
{
delete pDeviceInfo;
continue;
}
// If at least one devicecombo for this device is found,
// add the deviceInfo to the list
if( pDeviceInfo->deviceSettingsComboList.GetSize() > 0 )
pAdapterInfo->deviceInfoList.Add( pDeviceInfo );
else
delete pDeviceInfo;
}
return S_OK;
}
//--------------------------------------------------------------------------------------
// Enumerates DeviceCombos for a particular device.
//--------------------------------------------------------------------------------------
HRESULT CD3D9Enumeration::EnumerateDeviceCombos( CD3D9EnumAdapterInfo* pAdapterInfo, CD3D9EnumDeviceInfo* pDeviceInfo,
CGrowableArray <D3DFORMAT>* pAdapterFormatList )
{
const D3DFORMAT backBufferFormatArray[] =
{
D3DFMT_A8R8G8B8,
D3DFMT_X8R8G8B8,
D3DFMT_A2R10G10B10,
D3DFMT_R5G6B5,
D3DFMT_A1R5G5B5,
D3DFMT_X1R5G5B5
};
const UINT backBufferFormatArrayCount = sizeof( backBufferFormatArray ) / sizeof( backBufferFormatArray[0] );
// See which adapter formats are supported by this device
for( int iFormat = 0; iFormat < pAdapterFormatList->GetSize(); iFormat++ )
{
D3DFORMAT adapterFormat = pAdapterFormatList->GetAt( iFormat );
for( UINT iBackBufferFormat = 0; iBackBufferFormat < backBufferFormatArrayCount; iBackBufferFormat++ )
{
D3DFORMAT backBufferFormat = backBufferFormatArray[iBackBufferFormat];
for( int nWindowed = 0; nWindowed < 2; nWindowed++ )
{
if( !nWindowed && pAdapterInfo->displayModeList.GetSize() == 0 )
continue;
if( FAILED( m_pD3D->CheckDeviceType( pAdapterInfo->AdapterOrdinal, pDeviceInfo->DeviceType,
adapterFormat, backBufferFormat, nWindowed ) ) )
{
continue;
}
if( m_bRequirePostPixelShaderBlending )
{
// If the backbuffer format doesn't support D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
// then alpha test, pixel fog, render-target blending, color write enable, and dithering.
// are not supported.
if( FAILED( m_pD3D->CheckDeviceFormat( pAdapterInfo->AdapterOrdinal, pDeviceInfo->DeviceType,
adapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
D3DRTYPE_TEXTURE, backBufferFormat ) ) )
{
continue;
}
}
// If an application callback function has been provided, make sure this device
// is acceptable to the app.
if( m_IsD3D9DeviceAcceptableFunc != NULL )
{
if( !m_IsD3D9DeviceAcceptableFunc( &pDeviceInfo->Caps, adapterFormat, backBufferFormat,
FALSE != nWindowed, m_pIsD3D9DeviceAcceptableFuncUserContext ) )
continue;
}
// At this point, we have an adapter/device/adapterformat/backbufferformat/iswindowed
// DeviceCombo that is supported by the system and acceptable to the app. We still
// need to find one or more suitable depth/stencil buffer format,
// multisample type, and present interval.
CD3D9EnumDeviceSettingsCombo* pDeviceCombo = new CD3D9EnumDeviceSettingsCombo;
if( pDeviceCombo == NULL )
return E_OUTOFMEMORY;
pDeviceCombo->AdapterOrdinal = pAdapterInfo->AdapterOrdinal;
pDeviceCombo->DeviceType = pDeviceInfo->DeviceType;
pDeviceCombo->AdapterFormat = adapterFormat;
pDeviceCombo->BackBufferFormat = backBufferFormat;
pDeviceCombo->Windowed = ( nWindowed != 0 );
BuildDepthStencilFormatList( pDeviceCombo );
BuildMultiSampleTypeList( pDeviceCombo );
if( pDeviceCombo->multiSampleTypeList.GetSize() == 0 )
{
delete pDeviceCombo;
continue;
}
BuildDSMSConflictList( pDeviceCombo );
BuildPresentIntervalList( pDeviceInfo, pDeviceCombo );
pDeviceCombo->pAdapterInfo = pAdapterInfo;
pDeviceCombo->pDeviceInfo = pDeviceInfo;
if( FAILED( pDeviceInfo->deviceSettingsComboList.Add( pDeviceCombo ) ) )
delete pDeviceCombo;
}
}
}
return S_OK;
}
//--------------------------------------------------------------------------------------
// Adds all depth/stencil formats that are compatible with the device
// and app to the given D3DDeviceCombo.
//--------------------------------------------------------------------------------------
void CD3D9Enumeration::BuildDepthStencilFormatList( CD3D9EnumDeviceSettingsCombo* pDeviceCombo )
{
D3DFORMAT depthStencilFmt;
for( int idsf = 0; idsf < m_DepthStencilPossibleList.GetSize(); idsf++ )
{
depthStencilFmt = m_DepthStencilPossibleList.GetAt( idsf );
if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pDeviceCombo->AdapterOrdinal,
pDeviceCombo->DeviceType, pDeviceCombo->AdapterFormat,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFmt ) ) )
{
if( SUCCEEDED( m_pD3D->CheckDepthStencilMatch( pDeviceCombo->AdapterOrdinal,
pDeviceCombo->DeviceType, pDeviceCombo->AdapterFormat,
pDeviceCombo->BackBufferFormat, depthStencilFmt ) ) )
{
pDeviceCombo->depthStencilFormatList.Add( depthStencilFmt );
}
}
}
}
//--------------------------------------------------------------------------------------
// Adds all multisample types that are compatible with the device and app to
// the given D3DDeviceCombo.
//--------------------------------------------------------------------------------------
void CD3D9Enumeration::BuildMultiSampleTypeList( CD3D9EnumDeviceSettingsCombo* pDeviceCombo )
{
D3DMULTISAMPLE_TYPE msType;
DWORD msQuality;
for( int imst = 0; imst < m_MultiSampleTypeList.GetSize(); imst++ )
{
msType = m_MultiSampleTypeList.GetAt( imst );
if( SUCCEEDED( m_pD3D->CheckDeviceMultiSampleType( pDeviceCombo->AdapterOrdinal,
pDeviceCombo->DeviceType, pDeviceCombo->BackBufferFormat,
pDeviceCombo->Windowed, msType, &msQuality ) ) )
{
pDeviceCombo->multiSampleTypeList.Add( msType );
if( msQuality > m_nMultisampleQualityMax + 1 )
msQuality = m_nMultisampleQualityMax + 1;
pDeviceCombo->multiSampleQualityList.Add( msQuality );
}
}
}
//--------------------------------------------------------------------------------------
// Find any conflicts between the available depth/stencil formats and
// multisample types.
//--------------------------------------------------------------------------------------
void CD3D9Enumeration::BuildDSMSConflictList( CD3D9EnumDeviceSettingsCombo* pDeviceCombo )
{
CD3D9EnumDSMSConflict DSMSConflict;
for( int iDS = 0; iDS < pDeviceCombo->depthStencilFormatList.GetSize(); iDS++ )
{
D3DFORMAT dsFmt = pDeviceCombo->depthStencilFormatList.GetAt( iDS );
for( int iMS = 0; iMS < pDeviceCombo->multiSampleTypeList.GetSize(); iMS++ )
{
D3DMULTISAMPLE_TYPE msType = pDeviceCombo->multiSampleTypeList.GetAt( iMS );
if( FAILED( m_pD3D->CheckDeviceMultiSampleType( pDeviceCombo->AdapterOrdinal, pDeviceCombo->DeviceType,
dsFmt, pDeviceCombo->Windowed, msType, NULL ) ) )
{
DSMSConflict.DSFormat = dsFmt;
DSMSConflict.MSType = msType;
pDeviceCombo->DSMSConflictList.Add( DSMSConflict );
}
}
}
}
//--------------------------------------------------------------------------------------
// Adds all present intervals that are compatible with the device and app
// to the given D3DDeviceCombo.
//--------------------------------------------------------------------------------------
void CD3D9Enumeration::BuildPresentIntervalList( CD3D9EnumDeviceInfo* pDeviceInfo,
CD3D9EnumDeviceSettingsCombo* pDeviceCombo )
{
UINT pi;
for( int ipi = 0; ipi < m_PresentIntervalList.GetSize(); ipi++ )
{
pi = m_PresentIntervalList.GetAt( ipi );
if( pDeviceCombo->Windowed )
{
if( pi == D3DPRESENT_INTERVAL_TWO ||
pi == D3DPRESENT_INTERVAL_THREE ||
pi == D3DPRESENT_INTERVAL_FOUR )
{
// These intervals are not supported in windowed mode.
continue;
}
}
// Note that D3DPRESENT_INTERVAL_DEFAULT is zero, so you
// can't do a caps check for it -- it is always available.
if( pi == D3DPRESENT_INTERVAL_DEFAULT ||
( pDeviceInfo->Caps.PresentationIntervals & pi ) )
{
pDeviceCombo->presentIntervalList.Add( pi );
}
}
}
//--------------------------------------------------------------------------------------
// Release all the allocated CD3D9EnumAdapterInfo objects and empty the list
//--------------------------------------------------------------------------------------
void CD3D9Enumeration::ClearAdapterInfoList()
{
CD3D9EnumAdapterInfo* pAdapterInfo;
for( int i = 0; i < m_AdapterInfoList.GetSize(); i++ )
{
pAdapterInfo = m_AdapterInfoList.GetAt( i );
delete pAdapterInfo;
}
m_AdapterInfoList.RemoveAll();
}
//--------------------------------------------------------------------------------------
// Call GetAdapterInfoList() after Enumerate() to get a STL vector of
// CD3D9EnumAdapterInfo*
//--------------------------------------------------------------------------------------
CGrowableArray <CD3D9EnumAdapterInfo*>* CD3D9Enumeration::GetAdapterInfoList()
{
return &m_AdapterInfoList;
}
//--------------------------------------------------------------------------------------
CD3D9EnumAdapterInfo* CD3D9Enumeration::GetAdapterInfo( UINT AdapterOrdinal )
{
for( int iAdapter = 0; iAdapter < m_AdapterInfoList.GetSize(); iAdapter++ )
{
CD3D9EnumAdapterInfo* pAdapterInfo = m_AdapterInfoList.GetAt( iAdapter );
if( pAdapterInfo->AdapterOrdinal == AdapterOrdinal )
return pAdapterInfo;
}
return NULL;
}
//--------------------------------------------------------------------------------------
CD3D9EnumDeviceInfo* CD3D9Enumeration::GetDeviceInfo( UINT AdapterOrdinal, D3DDEVTYPE DeviceType )
{
CD3D9EnumAdapterInfo* pAdapterInfo = GetAdapterInfo( AdapterOrdinal );
if( pAdapterInfo )
{
for( int iDeviceInfo = 0; iDeviceInfo < pAdapterInfo->deviceInfoList.GetSize(); iDeviceInfo++ )
{
CD3D9EnumDeviceInfo* pDeviceInfo = pAdapterInfo->deviceInfoList.GetAt( iDeviceInfo );
if( pDeviceInfo->DeviceType == DeviceType )
return pDeviceInfo;
}
}
return NULL;
}
//--------------------------------------------------------------------------------------
//
//--------------------------------------------------------------------------------------
CD3D9EnumDeviceSettingsCombo* CD3D9Enumeration::GetDeviceSettingsCombo( UINT AdapterOrdinal, D3DDEVTYPE DeviceType,
D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, BOOL bWindowed )
{
CD3D9EnumDeviceInfo* pDeviceInfo = GetDeviceInfo( AdapterOrdinal, DeviceType );
if( pDeviceInfo )
{
for( int iDeviceCombo = 0; iDeviceCombo < pDeviceInfo->deviceSettingsComboList.GetSize(); iDeviceCombo++ )
{
CD3D9EnumDeviceSettingsCombo* pDeviceSettingsCombo = pDeviceInfo->deviceSettingsComboList.GetAt(
iDeviceCombo );
if( pDeviceSettingsCombo->AdapterFormat == AdapterFormat &&
pDeviceSettingsCombo->BackBufferFormat == BackBufferFormat &&
pDeviceSettingsCombo->Windowed == bWindowed )
return pDeviceSettingsCombo;
}
}
return NULL;
}
//--------------------------------------------------------------------------------------
// Returns the number of color channel bits in the specified D3DFORMAT
//--------------------------------------------------------------------------------------
UINT WINAPI DXUTGetD3D9ColorChannelBits( 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_A8B8G8R8:
return 8;
case D3DFMT_A2R10G10B10:
return 10;
case D3DFMT_A16B16G16R16:
return 16;
default:
return 0;
}
}
//--------------------------------------------------------------------------------------
// Returns the number of alpha channel bits in the specified D3DFORMAT
//--------------------------------------------------------------------------------------
UINT WINAPI DXUTGetAlphaChannelBits( 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_A8B8G8R8:
return 8;
case D3DFMT_A2R10G10B10:
return 2;
case D3DFMT_A16B16G16R16:
return 16;
default:
return 0;
}
}
//--------------------------------------------------------------------------------------
// Returns the number of depth bits in the specified D3DFORMAT
//--------------------------------------------------------------------------------------
UINT WINAPI DXUTGetDepthBits( D3DFORMAT fmt )
{
switch( fmt )
{
case D3DFMT_D32F_LOCKABLE:
case D3DFMT_D32:
return 32;
case D3DFMT_D24X8:
case D3DFMT_D24S8:
case D3DFMT_D24X4S4:
case D3DFMT_D24FS8:
return 24;
case D3DFMT_D16_LOCKABLE:
case D3DFMT_D16:
return 16;
case D3DFMT_D15S1:
return 15;
default:
return 0;
}
}
//--------------------------------------------------------------------------------------
// Returns the number of stencil bits in the specified D3DFORMAT
//--------------------------------------------------------------------------------------
UINT WINAPI DXUTGetStencilBits( D3DFORMAT fmt )
{
switch( fmt )
{
case D3DFMT_D16_LOCKABLE:
case D3DFMT_D16:
case D3DFMT_D32F_LOCKABLE:
case D3DFMT_D32:
case D3DFMT_D24X8:
return 0;
case D3DFMT_D15S1:
return 1;
case D3DFMT_D24X4S4:
return 4;
case D3DFMT_D24S8:
case D3DFMT_D24FS8:
return 8;
default:
return 0;
}
}
//--------------------------------------------------------------------------------------
// 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;
}
//--------------------------------------------------------------------------------------
CD3D9EnumAdapterInfo::~CD3D9EnumAdapterInfo( void )
{
CD3D9EnumDeviceInfo* pDeviceInfo;
for( int i = 0; i < deviceInfoList.GetSize(); i++ )
{
pDeviceInfo = deviceInfoList.GetAt( i );
delete pDeviceInfo;
}
deviceInfoList.RemoveAll();
}
//--------------------------------------------------------------------------------------
CD3D9EnumDeviceInfo::~CD3D9EnumDeviceInfo( void )
{
CD3D9EnumDeviceSettingsCombo* pDeviceCombo;
for( int i = 0; i < deviceSettingsComboList.GetSize(); i++ )
{
pDeviceCombo = deviceSettingsComboList.GetAt( i );
delete pDeviceCombo;
}
deviceSettingsComboList.RemoveAll();
}
//--------------------------------------------------------------------------------------
void CD3D9Enumeration::ResetPossibleDepthStencilFormats()
{
m_DepthStencilPossibleList.RemoveAll();
m_DepthStencilPossibleList.Add( D3DFMT_D16 );
m_DepthStencilPossibleList.Add( D3DFMT_D15S1 );
m_DepthStencilPossibleList.Add( D3DFMT_D24X8 );
m_DepthStencilPossibleList.Add( D3DFMT_D24S8 );
m_DepthStencilPossibleList.Add( D3DFMT_D24X4S4 );
m_DepthStencilPossibleList.Add( D3DFMT_D32 );
}
//--------------------------------------------------------------------------------------
CGrowableArray <D3DFORMAT>* CD3D9Enumeration::GetPossibleDepthStencilFormatList()
{
return &m_DepthStencilPossibleList;
}
//--------------------------------------------------------------------------------------
CGrowableArray <D3DMULTISAMPLE_TYPE>* CD3D9Enumeration::GetPossibleMultisampleTypeList()
{
return &m_MultiSampleTypeList;
}
//--------------------------------------------------------------------------------------
void CD3D9Enumeration::ResetPossibleMultisampleTypeList()
{
m_MultiSampleTypeList.RemoveAll();
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_NONE );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_NONMASKABLE );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_2_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_3_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_4_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_5_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_6_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_7_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_8_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_9_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_10_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_11_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_12_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_13_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_14_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_15_SAMPLES );
m_MultiSampleTypeList.Add( D3DMULTISAMPLE_16_SAMPLES );
}
//--------------------------------------------------------------------------------------
void CD3D9Enumeration::GetPossibleVertexProcessingList( bool* pbSoftwareVP, bool* pbHardwareVP, bool* pbPureHarewareVP,
bool* pbMixedVP )
{
*pbSoftwareVP = m_bSoftwareVP;
*pbHardwareVP = m_bHardwareVP;
*pbPureHarewareVP = m_bPureHarewareVP;
*pbMixedVP = m_bMixedVP;
}
//--------------------------------------------------------------------------------------
void CD3D9Enumeration::SetPossibleVertexProcessingList( bool bSoftwareVP, bool bHardwareVP, bool bPureHarewareVP,
bool bMixedVP )
{
m_bSoftwareVP = bSoftwareVP;
m_bHardwareVP = bHardwareVP;
m_bPureHarewareVP = bPureHarewareVP;
m_bMixedVP = bMixedVP;
}
//--------------------------------------------------------------------------------------
CGrowableArray <UINT>* CD3D9Enumeration::GetPossiblePresentIntervalList()
{
return &m_PresentIntervalList;
}
//--------------------------------------------------------------------------------------
void CD3D9Enumeration::ResetPossiblePresentIntervalList()
{
m_PresentIntervalList.RemoveAll();
m_PresentIntervalList.Add( D3DPRESENT_INTERVAL_IMMEDIATE );
m_PresentIntervalList.Add( D3DPRESENT_INTERVAL_DEFAULT );
m_PresentIntervalList.Add( D3DPRESENT_INTERVAL_ONE );
m_PresentIntervalList.Add( D3DPRESENT_INTERVAL_TWO );
m_PresentIntervalList.Add( D3DPRESENT_INTERVAL_THREE );
m_PresentIntervalList.Add( D3DPRESENT_INTERVAL_FOUR );
}
//--------------------------------------------------------------------------------------
void CD3D9Enumeration::SetResolutionMinMax( UINT nMinWidth, UINT nMinHeight,
UINT nMaxWidth, UINT nMaxHeight )
{
m_nMinWidth = nMinWidth;
m_nMinHeight = nMinHeight;
m_nMaxWidth = nMaxWidth;
m_nMaxHeight = nMaxHeight;
}
//--------------------------------------------------------------------------------------
void CD3D9Enumeration::SetRefreshMinMax( UINT nMin, UINT nMax )
{
m_nRefreshMin = nMin;
m_nRefreshMax = nMax;
}
//--------------------------------------------------------------------------------------
void CD3D9Enumeration::SetMultisampleQualityMax( UINT nMax )
{
if( nMax > 0xFFFF )
nMax = 0xFFFF;
m_nMultisampleQualityMax = nMax;
}
//--------------------------------------------------------------------------------------
// Returns a ranking number that describes how closely this device
// combo matches the optimal combo based on the match options and the optimal device settings
//--------------------------------------------------------------------------------------
float DXUTRankD3D9DeviceCombo( CD3D9EnumDeviceSettingsCombo* pDeviceSettingsCombo,
DXUTD3D9DeviceSettings* pOptimalDeviceSettings,
D3DDISPLAYMODE* pAdapterDesktopDisplayMode,
int &bestModeIndex,
int &bestMSAAIndex
)
{
float fCurRanking = 0.0f;
// Arbitrary weights. Gives preference to the ordinal, device type, and windowed
const float fAdapterOrdinalWeight = 1000.0f;
const float fDeviceTypeWeight = 100.0f;
const float fWindowWeight = 10.0f;
const float fAdapterFormatWeight = 1.0f;
const float fVertexProcessingWeight = 1.0f;
const float fResolutionWeight = 1.0f;
const float fBackBufferFormatWeight = 1.0f;
const float fMultiSampleWeight = 1.0f;
const float fDepthStencilWeight = 1.0f;
const float fRefreshRateWeight = 1.0f;
const float fPresentIntervalWeight = 1.0f;
//---------------------
// Adapter ordinal
//---------------------
if( pDeviceSettingsCombo->AdapterOrdinal == pOptimalDeviceSettings->AdapterOrdinal )
fCurRanking += fAdapterOrdinalWeight;
//---------------------
// Device type
//---------------------
if( pDeviceSettingsCombo->DeviceType == pOptimalDeviceSettings->DeviceType )
fCurRanking += fDeviceTypeWeight;
// Slightly prefer HAL
if( pDeviceSettingsCombo->DeviceType == D3DDEVTYPE_HAL )
fCurRanking += 0.1f;
//---------------------
// Windowed
//---------------------
if( pDeviceSettingsCombo->Windowed == pOptimalDeviceSettings->pp.Windowed )
fCurRanking += fWindowWeight;
//---------------------
// Adapter format
//---------------------
if( pDeviceSettingsCombo->AdapterFormat == pOptimalDeviceSettings->AdapterFormat )
{
fCurRanking += fAdapterFormatWeight;
}
else
{
int nBitDepthDelta = abs( ( long )DXUTGetD3D9ColorChannelBits( pDeviceSettingsCombo->AdapterFormat ) -
( long )DXUTGetD3D9ColorChannelBits( pOptimalDeviceSettings->AdapterFormat ) );
float fScale = __max( 0.9f - ( float )nBitDepthDelta * 0.2f, 0.0f );
fCurRanking += fScale * fAdapterFormatWeight;
}
if( !pDeviceSettingsCombo->Windowed )
{
// Slightly prefer when it matches the desktop format or is D3DFMT_X8R8G8B8
bool bAdapterOptimalMatch;
if( DXUTGetD3D9ColorChannelBits( pAdapterDesktopDisplayMode->Format ) >= 8 )
bAdapterOptimalMatch = ( pDeviceSettingsCombo->AdapterFormat == pAdapterDesktopDisplayMode->Format );
else
bAdapterOptimalMatch = ( pDeviceSettingsCombo->AdapterFormat == D3DFMT_X8R8G8B8 );
if( bAdapterOptimalMatch )
fCurRanking += 0.1f;
}
//---------------------
// Vertex processing
//---------------------
if( ( pOptimalDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING ) != 0 ||
( pOptimalDeviceSettings->BehaviorFlags & D3DCREATE_MIXED_VERTEXPROCESSING ) != 0 )
{
if( ( pDeviceSettingsCombo->pDeviceInfo->Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ) != 0 )
fCurRanking += fVertexProcessingWeight;
}
// Slightly prefer HW T&L
if( ( pDeviceSettingsCombo->pDeviceInfo->Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ) != 0 )
fCurRanking += 0.1f;
//---------------------
// Resolution
//---------------------
bool bResolutionFound = false;
unsigned int best = 0xffffffff;
bestModeIndex=0;
for( int idm = 0; idm < pDeviceSettingsCombo->pAdapterInfo->displayModeList.GetSize(); idm++ )
{
D3DDISPLAYMODE displayMode = pDeviceSettingsCombo->pAdapterInfo->displayModeList.GetAt( idm );
if( displayMode.Format != pDeviceSettingsCombo->AdapterFormat )
continue;
if( displayMode.Width == pOptimalDeviceSettings->pp.BackBufferWidth &&
displayMode.Height == pOptimalDeviceSettings->pp.BackBufferHeight )
bResolutionFound = true;
unsigned int current =
(UINT) abs ((int)displayMode.Width - (int)pOptimalDeviceSettings->pp.BackBufferWidth) +
(UINT) abs ((int)displayMode.Height - (int)pOptimalDeviceSettings->pp.BackBufferHeight );
if (current < best) {
best = current;
bestModeIndex= idm;
}
}
if( bResolutionFound )
fCurRanking += fResolutionWeight;
//---------------------
// Back buffer format
//---------------------
if( pDeviceSettingsCombo->BackBufferFormat == pOptimalDeviceSettings->pp.BackBufferFormat )
{
fCurRanking += fBackBufferFormatWeight;
}
else
{
int nBitDepthDelta = abs( ( long )DXUTGetD3D9ColorChannelBits( pDeviceSettingsCombo->BackBufferFormat ) -
( long )DXUTGetD3D9ColorChannelBits( pOptimalDeviceSettings->pp.BackBufferFormat ) );
float fScale = __max( 0.9f - ( float )nBitDepthDelta * 0.2f, 0.0f );
fCurRanking += fScale * fBackBufferFormatWeight;
}
// Check if this back buffer format is the same as
// the adapter format since this is preferred.
bool bAdapterMatchesBB = ( pDeviceSettingsCombo->BackBufferFormat == pDeviceSettingsCombo->AdapterFormat );
if( bAdapterMatchesBB )
fCurRanking += 0.1f;
//---------------------
// Back buffer count
//---------------------
// No caps for the back buffer count
//---------------------
// Multisample
//---------------------
bool bMultiSampleFound = false;
for( int i = 0; i < pDeviceSettingsCombo->multiSampleTypeList.GetSize(); i++ )
{
D3DMULTISAMPLE_TYPE msType = pDeviceSettingsCombo->multiSampleTypeList.GetAt( i );
DWORD msQuality = pDeviceSettingsCombo->multiSampleQualityList.GetAt( i );
if( msType == pOptimalDeviceSettings->pp.MultiSampleType &&
msQuality > pOptimalDeviceSettings->pp.MultiSampleQuality )
{
bMultiSampleFound = true;
bestMSAAIndex = i;
break;
}
}
if( bMultiSampleFound )
fCurRanking += fMultiSampleWeight;
//---------------------
// Swap effect
//---------------------
// No caps for swap effects
//---------------------
// Depth stencil
//---------------------
if( pDeviceSettingsCombo->depthStencilFormatList.Contains( pOptimalDeviceSettings->pp.AutoDepthStencilFormat ) )
fCurRanking += fDepthStencilWeight;
//---------------------
// Present flags
//---------------------
// No caps for the present flags
//---------------------
// Refresh rate
//---------------------
bool bRefreshFound = false;
for( int idm = 0; idm < pDeviceSettingsCombo->pAdapterInfo->displayModeList.GetSize(); idm++ )
{
D3DDISPLAYMODE displayMode = pDeviceSettingsCombo->pAdapterInfo->displayModeList.GetAt( idm );
if( displayMode.Format != pDeviceSettingsCombo->AdapterFormat )
continue;
if( displayMode.RefreshRate == pOptimalDeviceSettings->pp.FullScreen_RefreshRateInHz )
bRefreshFound = true;
}
if( bRefreshFound )
fCurRanking += fRefreshRateWeight;
//---------------------
// Present interval
//---------------------
// If keep present interval then check that the present interval is supported by this combo
if( pDeviceSettingsCombo->presentIntervalList.Contains( pOptimalDeviceSettings->pp.PresentationInterval ) )
fCurRanking += fPresentIntervalWeight;
return fCurRanking;
}