Fixed use of adapter and device type for all d3d9 calls.
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7e90a27790
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@ -153,8 +153,8 @@ namespace bgfx
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BGFX_FATAL(m_d3d9, bgfx::Fatal::D3D9_UnableToCreateInterface, "Unable to create Direct3D.");
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uint32_t adapter = D3DADAPTER_DEFAULT;
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D3DDEVTYPE deviceType = D3DDEVTYPE_HAL;
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m_adapter = D3DADAPTER_DEFAULT;
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m_deviceType = D3DDEVTYPE_HAL;
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uint32_t adapterCount = m_d3d9->GetAdapterCount();
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for (uint32_t ii = 0; ii < adapterCount; ++ii)
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@ -176,8 +176,8 @@ namespace bgfx
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#if BGFX_CONFIG_DEBUG_PERFHUD
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if (0 != strstr(identifier.Description, "PerfHUD") )
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{
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adapter = ii;
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deviceType = D3DDEVTYPE_REF;
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m_adapter = ii;
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m_deviceType = D3DDEVTYPE_REF;
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}
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#endif // BGFX_CONFIG_DEBUG_PERFHUD
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}
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@ -192,8 +192,8 @@ namespace bgfx
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for (uint32_t ii = 0; ii < countof(behaviorFlags) && NULL == m_device; ++ii)
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{
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#if BGFX_CONFIG_RENDERER_DIRECT3D_EX
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DX_CHECK(m_d3d9->CreateDeviceEx(adapter
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, deviceType
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DX_CHECK(m_d3d9->CreateDeviceEx(m_adapter
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, m_deviceType
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, g_bgfxHwnd
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, behaviorFlags[ii]
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, &m_params
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@ -201,8 +201,8 @@ namespace bgfx
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, &m_device
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) );
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#else
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DX_CHECK(m_d3d9->CreateDevice(adapter
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, deviceType
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DX_CHECK(m_d3d9->CreateDevice(m_adapter
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, m_deviceType
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, g_bgfxHwnd
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, behaviorFlags[ii]
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, &m_params
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@ -237,11 +237,11 @@ namespace bgfx
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BX_TRACE("Max fragment shader 2.0 instr. slots: %d", m_caps.PS20Caps.NumInstructionSlots);
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BX_TRACE("Max fragment shader 3.0 instr. slots: %d", m_caps.MaxPixelShader30InstructionSlots);
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m_fmtNULL = SUCCEEDED(m_d3d9->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_NULL) );
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m_fmtDF16 = SUCCEEDED(m_d3d9->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_DF16) );
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m_fmtDF24 = SUCCEEDED(m_d3d9->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_DF24) );
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m_fmtINTZ = SUCCEEDED(m_d3d9->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ) );
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m_fmtRAWZ = SUCCEEDED(m_d3d9->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_RAWZ) );
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m_fmtNULL = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_NULL) );
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m_fmtDF16 = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_DF16) );
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m_fmtDF24 = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_DF24) );
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m_fmtINTZ = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ) );
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m_fmtRAWZ = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_RAWZ) );
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m_fmtDepth = D3DFMT_D24S8;
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@ -263,8 +263,8 @@ namespace bgfx
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}
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BX_TRACE("Creating device");
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DX_CHECK(m_d3d9->CreateDevice(D3DADAPTER_DEFAULT
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, D3DDEVTYPE_HAL
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DX_CHECK(m_d3d9->CreateDevice(m_adapter
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, m_deviceType
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, NULL
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, D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_BUFFER_2_FRAMES
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, &m_params
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@ -322,8 +322,8 @@ namespace bgfx
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m_params.PresentationInterval = !!(m_flags&BGFX_RESET_VSYNC) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
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D3DMULTISAMPLE_TYPE msaa = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
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HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT
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, D3DDEVTYPE_HAL
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HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(m_adapter
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, m_deviceType
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, m_params.BackBufferFormat
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, m_params.Windowed
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, msaa
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@ -540,6 +540,8 @@ namespace bgfx
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IDirect3DSurface9* m_backBufferDepthStencil;
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HMODULE m_d3d9dll;
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uint32_t m_adapter;
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D3DDEVTYPE m_deviceType;
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D3DPRESENT_PARAMETERS m_params;
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uint32_t m_flags;
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