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            天行健 君子當(dāng)自強而不息

            DXUT框架剖析(4)

            創(chuàng)建一個設(shè)備

            通常可以用標(biāo)準(zhǔn)的Direct3D方法CreateDevice()創(chuàng)建一個Direct3D設(shè)備,這個方法需要一個有效的顯示適配器、設(shè)備類型(硬件抽象層設(shè)備或參考設(shè)備)、窗口句柄、運行標(biāo)志(軟件/硬件頂點運算模式和其他驅(qū)動標(biāo)志)和提交參數(shù)。更重要的是,結(jié)構(gòu)體 D3DPRESENT_PARAMETERS有許多成員指定了后臺緩沖區(qū)的設(shè)置、多重采樣設(shè)置、交換效果、窗口模式、深度緩沖區(qū)設(shè)置、刷新頻率、提交間隔和提交標(biāo)志等。

            為所有的參數(shù)選擇合適的設(shè)置是比較繁瑣的,DXUT框架使用函數(shù)DXUTCreateDevice()簡化了Direct3D設(shè)備的創(chuàng)建,該函數(shù)的聲明如下:

            Creates a Direct3D 9 or Direct3D 10 device.

             HRESULT DXUTCreateDevice( 
            bool bWindowed ,
            INT nSuggestedWidth ,
            INT nSuggestedHeight
            ) ;

            Parameters

            bWindowed
            [in] If TRUE, the application will start in windowed mode; if FALSE, the application will start in full-screen mode. The default value is TRUE.
            nSuggestedWidth
            [in] The requested initial width of the application's back buffer. The actual width may be adjusted to fit device and operating system constraints. The default value is 0.
            nSuggestedHeight
            [in] The requested initial height of the application's back buffer. The actual height may be adjusted to fit device and operating system constraints. The default value is 0. If both nSuggestedWidth and nSuggestedHeight are zero, the dimension of the client area of the window is used.

            Return Values

            If the function succeeds, the return value is S_OK. If the function fails, the return value can be one of the error codes in DXUTERR.

            Remarks

            This function creates a new Direct3D 9 or Direct3D 10 device for the application. DXUT will pick the best device for the application based upon what is availble on the system and which Direct3D API version(s) the application supports. The API version(s) that the application supports is detrimined by which device callbacks are set. This logic can be overridden by calling DXUTSetD3DVersionSupport. If both Direct3D 9 and Direct3D 10 are availble on the system and both are supported by the application, then DXUT will favor Direct3D 10.

            Alternately, the application can use the DXUTCreateDeviceFromSettings or handle device creation and pass the desired device to DXUT by using the DXUTSetD3D9Device or DXUTSetD3D10Device function. If neither DXUTCreateDevice , DXUTCreateDeviceFromSettings , nor DXUTSetD3D9Device or DXUTSetD3D10Device have been called before calling DXUTMainLoop, DXUT will automatically call DXUTCreateDevice using the default parameter values.

            The application can call this method after a device has already been created to change the current device.

            If a device is successfully found, 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.

            通過這個簡單的調(diào)用,DXUT框架創(chuàng)建了一個使用默認(rèn)設(shè)置的Direct3D設(shè)備,它可以在大多數(shù)情況下使用,默認(rèn)的設(shè)備創(chuàng)建設(shè)置如下表所示:

            Direct3D創(chuàng)建標(biāo)志 描述 DXUTCreateDevice的默認(rèn)值
            函數(shù)CheckDeviceFormat()的參數(shù)AdapterFormat 適配器表面格式 當(dāng)前桌面顯示模式,如果桌面顯示模式不足32位,則使用D3DFMT_X8R8G8B8
            IDirect3D9::CreateDevice()的參數(shù)Adapter 顯示適配器編號 D3DADAPTER_DEFAULT
            D3DPRESENT_PARAMETERS.BackBufferCount 后臺緩沖區(qū)數(shù)目 2,表示有兩個后臺緩沖區(qū),可實現(xiàn)3倍緩沖。
            D3DPRESENT_PARAMETERS.BackBufferFormat 后臺緩沖區(qū)格式 桌面顯示模式,如果桌面顯示模式不足32位,則使用D3DFMT_X8R8G8B8
            D3DPRESENT_PARAMETERS.AutoDepthStencilFormat 設(shè)備將自動創(chuàng)建的深度模板表面的深度格式 如果后臺緩沖區(qū)格式小于等于16位,則使用D3DFMT_D16,否則使用D3DFMT_D32。
            IDirect3D9::CreateDevice()函數(shù)的參數(shù)DeviceType 設(shè)備類型 若D3DDEVTYPE_HAL可行,則使用之,否則使用D3DDEVTYPE_REF,若二者均不可行,則創(chuàng)建失敗。
            D3DPRESENT_PARAMETERS.MultiSampleQuality 多重采樣數(shù)量 MultiSampleQuality = 0表示禁用多重采樣
            D3DPRESENT_PARAMETERS.Flags 提交參數(shù)標(biāo)志 D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
            D3DPRESENT_PARAMETERS.PresentationInterval 提交間隔 窗口模式下為D3DPRESENT_INTERVAL_IMMEDIATE,全屏模式下為D3DPRESENT_INTERVAL_DEFAULT。
            D3DPRESENT_PARAMETERS.FullScreen_RefreshRateInHz 顯示適配器刷新屏幕的頻率 0,表示當(dāng)前桌面設(shè)置的刷新頻率。
            D3DPRESENT_PARAMETERS.BackBufferWidth和BackBufferHeight 顯示器分辨率 在窗口模式下為640 x 480,全屏模式下為桌面分辨率。
            D3DPRESENT_PARAMETERS.SwapEffect 交換效果 D3DSWAPEFFECT_DISCARD
            IDirect3D9::CreateDevice()的參數(shù)BehaviorFlags 頂點運算標(biāo)志 如果硬件支持,就使用D3DCREATE_HARDWARE_VERTEXPROCESSING,否則使用D3DCREATE_SOFTWARE_VERTEXPROCESSING。
            D3DPRESENT_PARAMETERS.Windowed 窗口模式或全屏模式 TRUE,表示窗口模式
            IDirect3D9::CreateDevice()的參數(shù)hFocusWindow 創(chuàng)建窗口的句柄 DXUTSetWindow函數(shù)的參數(shù)hWndFocus
            D3DPRESENT_PARAMETERS.hDeviceWindow 設(shè)備窗口的句柄 DXUTSetWindow的參數(shù)hWndDeviceFullScreen或hWndDeviceWindowed
            D3DPRESENT_PARAMETERS.EnableAutoDepthStencil 深度模板緩沖區(qū)創(chuàng)建標(biāo)志 TRUE,表示自動創(chuàng)建深度模板緩沖區(qū)

             

            選擇最好的設(shè)備設(shè)置

            在應(yīng)用程序中,可以使用DXUTSetCallbackD3D9DeviceAcceptable設(shè)置回調(diào)函數(shù)IsDeviceAcceptable()幫助DXUT框架為應(yīng)用程序選擇最好的設(shè)備,該函數(shù)的聲明如下:

            Sets the Direct3D 9 device acceptable callback function.

             VOID DXUTSetCallbackD3D9DeviceAcceptable( 
            LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE pCallback ,
            void* pUserContext
            ) ;

            Parameters

            pCallback
            [in] Pointer to a LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE callback function. If the callback function is supplied, it will be called after the Direct3D 9 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

            No return value.

            Remarks

            This function only needs to be called if the application supports rendering with Direct3D 9 device.

            The LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE callback function is the appropriate location for the application to.

            LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE

            Application-defined callback function, called by DXUT to build an enumerated list of all possible Direct3D 9 devices. DXUT then selects the best device for creation among this list. This callback function allows the application to prevent unwanted devices from being added to the list.

             bool LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE( 
            D3DCAPS9* pCaps ,
            D3DFORMAT AdapterFormat ,
            D3DFORMAT BackBufferFormat ,
            bool bWindowed ,
            void* pUserContext
            ) ;

            Parameters

            pCaps
            [in] Pointer to the D3DCAPS9 capabilities of the Direct3D 9 device
            AdapterFormat
            [in] Format of the Direct3D 9 adapter
            BackBufferFormat
            [in] Format of the Direct3D 9 backbuffer
            bWindowed
            [in] Indicates windowed mode. TRUE if the application runs windowed; FALSE if the application runs full-screen.
            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 if the device settings are acceptable. If not, the application should return FALSE.

            Remarks

            This function's parameters describe a set of unique valid device settings that could be used to create a device. The application can examine and reject this set if desired.

            All possible unique valid combinations of the following device settings are sent to this callback function:

            • pCaps
            • AdapterFormat
            • BackBufferFormat
            • bWindowed

            After the application rejects the unwanted device settings combinations, DXUT picks the best of the remaining combinations and uses that best combination to create the device. Before creating the device, DXUT calls LPDXUTCALLBACKMODIFYDEVICESETTINGS to allow the application to change any of the device creation settings.

            應(yīng)用程序可以使用這個回調(diào)函數(shù)拒絕任何硬件不支持或不想要的組合。例如,應(yīng)用程序可以使用下列代碼拒絕16位后臺緩沖區(qū)格式以及所有至少不支持像素渲染2.0版本的設(shè)備:

            bool CALLBACK IsD3D9DeviceAcceptable(D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, 
            bool bWindowed, void* pUserContext)
            {
            if(pCaps->PixelShaderVersion < D3DPS_VERSION(2, 0))
            return false;
            	if(BackBufferFormat == D3DFMT_X1R5G5B5 || BackBufferFormat == D3DFMT_R5G6B5)
            return false;
            	return true;
            }

            在回調(diào)函數(shù)IsD3D9DeviceAcceptable()被每種設(shè)置的組合調(diào)用之后,框架把這些可以接受的組合分級,并從中選出最優(yōu)的使用。較高級別的組合包括:

            (1)D3DDEVTYPE_HAL,為了得到硬件加速。

            (2)如果該應(yīng)用程序運行在全屏模式下,該框架會選擇桌面格式所對應(yīng)的適配器格式,這樣從窗口到全屏模式的轉(zhuǎn)換就快多了。例外的是,如果桌面顯示模式不足32位,該框架會選擇D3DFMT_X8R8G8B8。

            (3)適配器格式所對應(yīng)的后臺緩沖區(qū)格式。

            示例程序中,選擇設(shè)備設(shè)置的核心代碼如下:

            //--------------------------------------------------------------------------------------
            // Rejects any D3D9 devices that aren't acceptable to the app by returning false.
            //--------------------------------------------------------------------------------------
            bool CALLBACK IsD3D9DeviceAcceptable(D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat,
            bool bWindowed, void* pUserContext)
            {
            // Typically want to skip back buffer formats that don't support alpha blending
                IDirect3D9* pD3D = DXUTGetD3D9Object(); 
            	/*
            HRESULT CheckDeviceFormat(
            UINT Adapter,
            D3DDEVTYPE DeviceType,
            D3DFORMAT AdapterFormat,
            DWORD Usage,
            D3DRESOURCETYPE RType,
            D3DFORMAT CheckFormat
            );
            /*/
                if(FAILED(pD3D->CheckDeviceFormat(pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat, 
            D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat)))
            {
            return false;
            }
                return true;
            }

            IDirect3D9::CheckDeviceFormat

            Determines whether a surface format is available as a specified resource type and can be used as a texture, depth-stencil buffer, or render target, or any combination of the three, on a device representing this adapter.

             HRESULT CheckDeviceFormat( 
            UINT Adapter ,
            D3DDEVTYPE DeviceType ,
            D3DFORMAT AdapterFormat ,
            DWORD Usage ,
            D3DRESOURCETYPE RType ,
            D3DFORMAT CheckFormat
            ) ;

            Parameters

            Adapter
            [in] Ordinal number denoting the display adapter to query. D3DADAPTER_DEFAULT is always the primary display adapter. This method returns D3DERR_INVALIDCALL when this value equals or exceeds the number of display adapters in the system.
            DeviceType
            [in] Member of the D3DDEVTYPE enumerated type, identifying the device type.
            AdapterFormat
            [in] Member of the D3DFORMAT enumerated type, identifying the format of the display mode into which the adapter will be placed.
            Usage
            [in] Requested usage options for the surface. Usage options are any combination of D3DUSAGE and D3DUSAGE_QUERY constants (only a subset of the D3DUSAGE constants are valid for IDirect3D9::CheckDeviceFormat; see the table on the D3DUSAGE page).
            RType
            [in] Resource type requested for use with the queried format. Member of D3DRESOURCETYPE.
            CheckFormat
            [in] Format of the surfaces which may be used, as defined by Usage. Member of D3DFORMAT .

            Return Values

            If the format is compatible with the specified device for the requested usage, this method returns D3D_OK.

            D3DERR_INVALIDCALL is returned if Adapter equals or exceeds the number of display adapters in the system, or if DeviceType is unsupported.

            D3DERR_NOTAVAILABLE is returned if the format is not acceptable to the device for this usage.

            Remarks

            Here are some examples using IDirect3D9::CheckDeviceFormat to check for hardware support of:

            • An off-screen plain surface format - Specify Usage = 0 and RType = D3DRTYPE_SURFACE.
            • A depth-stencil format - The following snippet tests for the passed in depth-stencil format:
              BOOL IsDepthFormatExisting( D3DFORMAT DepthFormat, D3DFORMAT AdapterFormat ) 
              {
              HRESULT hr = pD3D->CheckDeviceFormat( D3DADAPTER_DEFAULT,
              D3DDEVTYPE_HAL,
              AdapterFormat,
              D3DUSAGE_DEPTHSTENCIL,
              D3DRTYPE_SURFACE,
              DepthFormat);

              return SUCCEEDED( hr );
              }

              See Selecting a Device (Direct3D 9) for more detail on the enumeration process.

            • Can this texture be rendered in a particular format - Given the current display mode, this example shows how to verify that the texture format is compatible with the specific back-buffer format:
              BOOL IsTextureFormatOk( D3DFORMAT TextureFormat, D3DFORMAT AdapterFormat ) 
              {
              HRESULT hr = pD3D->CheckDeviceFormat( D3DADAPTER_DEFAULT,
              D3DDEVTYPE_HAL,
              AdapterFormat,
              0,
              D3DRTYPE_TEXTURE,
              TextureFormat);

              return SUCCEEDED( hr );
              }
            • Alpha blending in a pixel shader - Set Usage to D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING . Expect this to fail for all floating-point render targets.
            • Autogeneration of mipmaps - Set Usage to D3DUSAGE_AUTOGENMIPMAP . If the mipmap automatic generation fails, the application will get a non-mipmapped texture. Calling this method is considered a hint, so this method can return D3DOK_NOAUTOGEN (a valid success code) if the only thing that fails is the mipmap generation. For more information about mipmap generation, see Automatic Generation of Mipmaps (Direct3D 9).
            D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING Query the resource to verify support for post pixel shader blending support. If IDirect3D9::CheckDeviceFormat fails with D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, post pixel blending operations are not supported. These include alpha test, pixel fog, render-target blending, color write enable, and dithering.

             

            posted on 2008-05-15 14:54 lovedday 閱讀(2853) 評論(0)  編輯 收藏 引用


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