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LosaDev source snapshot 2019
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//--------------------------------------------------------------------------------------
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// File: DXUTEnum.h
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//
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// Enumerates D3D adapters, devices, modes, etc.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//--------------------------------------------------------------------------------------
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#pragma once
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#ifndef DXUT_ENUM_H
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#define DXUT_ENUM_H
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//--------------------------------------------------------------------------------------
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// Forward declarations
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//--------------------------------------------------------------------------------------
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class CD3DEnumAdapterInfo;
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class CD3DEnumDeviceInfo;
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struct CD3DEnumDeviceSettingsCombo;
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struct CD3DEnumDSMSConflict;
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//--------------------------------------------------------------------------------------
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// Enumerates available Direct3D adapters, devices, modes, etc.
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// Use DXUTGetEnumeration() to access global instance
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//--------------------------------------------------------------------------------------
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class CD3DEnumeration
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{
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public:
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// These should be called before Enumerate().
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//
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// Use these calls and the IsDeviceAcceptable to control the contents of
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// the enumeration object, which affects the device selection and the device settings dialog.
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void SetRequirePostPixelShaderBlending( bool bRequire ) { m_bRequirePostPixelShaderBlending = bRequire; }
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void SetResolutionMinMax( UINT nMinWidth, UINT nMinHeight, UINT nMaxWidth, UINT nMaxHeight );
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void SetRefreshMinMax( UINT nMin, UINT nMax );
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void SetMultisampleQualityMax( UINT nMax );
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void GetPossibleVertexProcessingList( bool* pbSoftwareVP, bool* pbHardwareVP, bool* pbPureHarewareVP, bool* pbMixedVP );
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void SetPossibleVertexProcessingList( bool bSoftwareVP, bool bHardwareVP, bool bPureHarewareVP, bool bMixedVP );
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CGrowableArray<D3DFORMAT>* GetPossibleDepthStencilFormatList();
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CGrowableArray<D3DMULTISAMPLE_TYPE>* GetPossibleMultisampleTypeList();
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CGrowableArray<UINT>* GetPossiblePresentIntervalList();
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void ResetPossibleDepthStencilFormats();
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void ResetPossibleMultisampleTypeList();
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void ResetPossiblePresentIntervalList();
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// Call Enumerate() to enumerate available D3D adapters, devices, modes, etc.
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HRESULT Enumerate( IDirect3D9* pD3D = NULL,
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LPDXUTCALLBACKISDEVICEACCEPTABLE IsDeviceAcceptableFunc = NULL );
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// These should be called after Enumerate() is called
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CGrowableArray<CD3DEnumAdapterInfo*>* GetAdapterInfoList();
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CD3DEnumAdapterInfo* GetAdapterInfo( UINT AdapterOrdinal );
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CD3DEnumDeviceInfo* GetDeviceInfo( UINT AdapterOrdinal, D3DDEVTYPE DeviceType );
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CD3DEnumDeviceSettingsCombo* GetDeviceSettingsCombo( DXUTDeviceSettings* pDeviceSettings ) { return GetDeviceSettingsCombo( pDeviceSettings->AdapterOrdinal, pDeviceSettings->DeviceType, pDeviceSettings->AdapterFormat, pDeviceSettings->pp.BackBufferFormat, pDeviceSettings->pp.Windowed ); }
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CD3DEnumDeviceSettingsCombo* GetDeviceSettingsCombo( UINT AdapterOrdinal, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, BOOL Windowed );
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~CD3DEnumeration();
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private:
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friend CD3DEnumeration* DXUTGetEnumeration();
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// Use DXUTGetEnumeration() to access global instance
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CD3DEnumeration();
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IDirect3D9* m_pD3D;
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LPDXUTCALLBACKISDEVICEACCEPTABLE m_IsDeviceAcceptableFunc;
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bool m_bRequirePostPixelShaderBlending;
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CGrowableArray<D3DFORMAT> m_DepthStecilPossibleList;
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CGrowableArray<D3DMULTISAMPLE_TYPE> m_MultiSampleTypeList;
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CGrowableArray<UINT> m_PresentIntervalList;
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bool m_bSoftwareVP;
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bool m_bHardwareVP;
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bool m_bPureHarewareVP;
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bool m_bMixedVP;
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UINT m_nMinWidth;
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UINT m_nMaxWidth;
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UINT m_nMinHeight;
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UINT m_nMaxHeight;
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UINT m_nRefreshMin;
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UINT m_nRefreshMax;
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UINT m_nMultisampleQualityMax;
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// Array of CD3DEnumAdapterInfo* with unique AdapterOrdinals
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CGrowableArray<CD3DEnumAdapterInfo*> m_AdapterInfoList;
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HRESULT EnumerateDevices( CD3DEnumAdapterInfo* pAdapterInfo, CGrowableArray<D3DFORMAT>* pAdapterFormatList );
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HRESULT EnumerateDeviceCombos( CD3DEnumAdapterInfo* pAdapterInfo, CD3DEnumDeviceInfo* pDeviceInfo, CGrowableArray<D3DFORMAT>* pAdapterFormatList );
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void BuildDepthStencilFormatList( CD3DEnumDeviceSettingsCombo* pDeviceCombo );
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void BuildMultiSampleTypeList( CD3DEnumDeviceSettingsCombo* pDeviceCombo );
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void BuildDSMSConflictList( CD3DEnumDeviceSettingsCombo* pDeviceCombo );
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void BuildPresentIntervalList( CD3DEnumDeviceInfo* pDeviceInfo, CD3DEnumDeviceSettingsCombo* pDeviceCombo );
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void ClearAdapterInfoList();
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};
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CD3DEnumeration* DXUTGetEnumeration();
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//--------------------------------------------------------------------------------------
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// A class describing an adapter which contains a unique adapter ordinal
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// that is installed on the system
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//--------------------------------------------------------------------------------------
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class CD3DEnumAdapterInfo
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{
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public:
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~CD3DEnumAdapterInfo();
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UINT AdapterOrdinal;
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D3DADAPTER_IDENTIFIER9 AdapterIdentifier;
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WCHAR szUniqueDescription[256];
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CGrowableArray<D3DDISPLAYMODE> displayModeList; // Array of supported D3DDISPLAYMODEs
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CGrowableArray<CD3DEnumDeviceInfo*> deviceInfoList; // Array of CD3DEnumDeviceInfo* with unique supported DeviceTypes
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};
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//--------------------------------------------------------------------------------------
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// A class describing a Direct3D device that contains a
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// unique supported device type
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//--------------------------------------------------------------------------------------
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class CD3DEnumDeviceInfo
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{
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public:
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~CD3DEnumDeviceInfo();
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UINT AdapterOrdinal;
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D3DDEVTYPE DeviceType;
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D3DCAPS9 Caps;
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// List of CD3DEnumDeviceSettingsCombo* with a unique set
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// of AdapterFormat, BackBufferFormat, and Windowed
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CGrowableArray<CD3DEnumDeviceSettingsCombo*> deviceSettingsComboList;
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};
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//--------------------------------------------------------------------------------------
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// A struct describing device settings that contains a unique combination of
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// adapter format, back buffer format, and windowed that is compatible with a
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// particular Direct3D device and the app.
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//--------------------------------------------------------------------------------------
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struct CD3DEnumDeviceSettingsCombo
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{
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UINT AdapterOrdinal;
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D3DDEVTYPE DeviceType;
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D3DFORMAT AdapterFormat;
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D3DFORMAT BackBufferFormat;
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BOOL Windowed;
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CGrowableArray<D3DFORMAT> depthStencilFormatList; // List of D3DFORMATs
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CGrowableArray<D3DMULTISAMPLE_TYPE> multiSampleTypeList; // List of D3DMULTISAMPLE_TYPEs
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CGrowableArray<DWORD> multiSampleQualityList; // List of number of quality levels for each multisample type
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CGrowableArray<UINT> presentIntervalList; // List of D3DPRESENT flags
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CGrowableArray<CD3DEnumDSMSConflict> DSMSConflictList; // List of CD3DEnumDSMSConflict
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CD3DEnumAdapterInfo* pAdapterInfo;
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CD3DEnumDeviceInfo* pDeviceInfo;
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};
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//--------------------------------------------------------------------------------------
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// A depth/stencil buffer format that is incompatible with a
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// multisample type.
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//--------------------------------------------------------------------------------------
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struct CD3DEnumDSMSConflict
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{
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D3DFORMAT DSFormat;
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D3DMULTISAMPLE_TYPE MSType;
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};
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#endif
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