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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "plDXEnumerate.h"
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#include <ddraw.h>
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#include "hsGDDrawDllLoad.h"
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#include "hsG3DDeviceSelector.h"
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#include "hsUtils.h"
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//// Local Typedefs ///////////////////////////////////////////////////////////
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typedef LPDIRECT3D9 (WINAPI * Direct3DCreateProc)( UINT sdkVersion );
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const UInt8 hsGDirect3DTnLEnumerate::kNumDisplayFormats = 6;
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const D3DFORMAT hsGDirect3DTnLEnumerate::kDisplayFormats[] =
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{
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D3DFMT_A1R5G5B5,
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D3DFMT_A2B10G10R10,
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D3DFMT_A8R8G8B8,
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D3DFMT_R5G6B5,
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D3DFMT_X1R5G5B5,
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D3DFMT_X8R8G8B8,
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};
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HRESULT hsGDirect3DTnLEnumerate::SelectFromDevMode(const hsG3DDeviceRecord* devRec, const hsG3DDeviceMode* devMode)
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{
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int i;
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for( i = 0; i < GetNumDrivers(); i++ )
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{
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if( !stricmp(GetDriver(i)->fAdapterInfo.Description, devRec->GetDriverDesc()) )
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{
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int j;
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for( j = 0; j < GetDriver(i)->fDevices.GetCount(); j++ )
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{
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if( !stricmp(GetDriver(i)->fDevices[j].fStrName, devRec->GetDeviceDesc()) )
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{
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SetCurrentDriver(GetDriver(i));
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SetCurrentDevice(&GetDriver(i)->fDevices[j]);
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D3DEnum_SelectDefaultMode(
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devMode->GetWidth(),
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devMode->GetHeight(),
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devMode->GetColorDepth());
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return false;
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}
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}
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}
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}
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char errStr[256];
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sprintf(errStr, "Can't find requested device - %s:%s:%s:%s:%s",
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devRec->GetG3DDeviceTypeName(),
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devRec->GetDriverDesc(),
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devRec->GetDriverName(),
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devRec->GetDriverVersion(),
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devRec->GetDeviceDesc());
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DWORD enumFlags = 0;
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int width = devMode->GetWidth();
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int height = devMode->GetHeight();
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int colorDepth = devMode->GetColorDepth();
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// for a window, take whatever colordepth we can get.
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if( !colorDepth )
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enumFlags |= D3DENUM_CANWINDOW;
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enumFlags |= D3DENUM_TNLHAL;
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#ifdef HS_ALLOW_D3D_REF_DRIVER
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enumFlags |= D3DENUM_REFERENCERAST;
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#endif
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D3DEnum_SelectDefaultDriver(enumFlags);
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// If we didn't get what we want, try for anything.
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if( !GetCurrentDriver() || !GetCurrentDevice() )
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{
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enumFlags = colorDepth ? 0 : D3DENUM_CANWINDOW;
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D3DEnum_SelectDefaultDriver(enumFlags);
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}
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if( !GetCurrentDriver() || !GetCurrentDevice() )
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D3DEnum_SelectDefaultDriver(0);
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if( !GetCurrentDriver() || !GetCurrentDevice() )
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{
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if( !*GetEnumeErrorStr() )
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SetEnumeErrorStr("Error finding device");
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return true;
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}
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D3DEnum_SelectDefaultMode(width, height, colorDepth);
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if( !GetCurrentMode() )
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{
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if( !*GetEnumeErrorStr() )
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SetEnumeErrorStr("Error finding mode");
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return true;
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}
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return false;
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}
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HRESULT hsGDirect3DTnLEnumerate::D3DEnum_SelectDefaultMode(int width, int height, int depth)
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{
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hsAssert(GetCurrentDriver() && GetCurrentDevice(), "Must have selected device already");
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BOOL windowed = false;
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if (depth == 0)
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{
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// Legacy code writes out 0 bit depth to mean windowed
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windowed = true;
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depth = 32;
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}
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D3DEnum_DeviceInfo* device = GetCurrentDevice();
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int i;
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for( i = 0; i < device->fModes.GetCount(); i++ )
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{
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D3DEnum_ModeInfo* mode = &device->fModes[i];
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if (mode->fWindowed != windowed)
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continue;
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if( depth )
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{
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if( width < mode->fDDmode.Width )
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continue;
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if( height < mode->fDDmode.Height )
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continue;
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}
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if( depth < mode->fBitDepth )
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continue;
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if( GetCurrentMode() )
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{
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D3DEnum_ModeInfo* curMode = GetCurrentDriver()->fCurrentMode;
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if( depth )
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{
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if( curMode->fDDmode.Width > mode->fDDmode.Width )
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continue;
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if( curMode->fDDmode.Height > mode->fDDmode.Height )
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continue;
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}
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if( curMode->fBitDepth > mode->fBitDepth )
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continue;
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}
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SetCurrentMode(mode);
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: D3DEnum_SelectDefaultDriver()
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// Desc: Picks a default driver according to the passed in flags.
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//-----------------------------------------------------------------------------
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HRESULT hsGDirect3DTnLEnumerate::D3DEnum_SelectDefaultDriver( DWORD dwFlags )
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{
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// If a specific driver was requested, perform that search here
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if( dwFlags & D3DENUM_MASK )
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{
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int i;
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for( i = 0; i < fDrivers.GetCount(); i++ )
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{
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D3DEnum_DriverInfo* pDriver = &fDrivers[i];
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int j;
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for( j = 0; j < pDriver->fDevices.GetCount(); j++ )
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{
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D3DEnum_DeviceInfo* pDevice = &pDriver->fDevices[j];
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BOOL bFound = FALSE;
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if( pDevice->fDDType == D3DDEVTYPE_REF )
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{
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if( dwFlags & D3DENUM_REFERENCERAST )
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bFound = TRUE;
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}
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else if( pDevice->fDDType == D3DDEVTYPE_HAL &&
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pDevice->fDDCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
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{
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if( dwFlags & D3DENUM_TNLHAL )
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bFound = TRUE;
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}
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else
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{
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#if !HS_BUILD_FOR_XBOX
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if( dwFlags & D3DENUM_CANWINDOW )
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{
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if( (pDriver == &fDrivers[0])
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&&( pDevice->fDDCaps.Caps2 & DDCAPS2_CANRENDERWINDOWED ) )
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{
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if( ( pDevice->fDDCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
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^ !(dwFlags & D3DENUM_TNLHAL) )
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bFound = TRUE;
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}
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}
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else
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#endif
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if( dwFlags & D3DENUM_PRIMARYHAL )
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{
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if( pDriver == &fDrivers[0] )
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bFound = TRUE;
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}
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else
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if( dwFlags & D3DENUM_SECONDARYHAL )
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{
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if( pDriver != &fDrivers[0] )
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bFound = TRUE;
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}
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}
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if( bFound )
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{
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SetCurrentDriver(pDriver);
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SetCurrentDevice(pDevice);
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return S_OK;
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}
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}
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}
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return D3DENUMERR_NOTFOUND;
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}
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int i;
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for( i = 0; i < fDrivers.GetCount(); i++ )
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{
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D3DEnum_DriverInfo* pDriver = &fDrivers[i];
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int j;
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for( j = 0; j < pDriver->fDevices.GetCount(); j++ )
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{
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D3DEnum_DeviceInfo* pDevice = &pDriver->fDevices[j];
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if( !pDevice->fIsHardware )
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continue;
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SetCurrentDriver(pDriver);
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SetCurrentDevice(pDevice);
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return S_OK;
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}
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}
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// No compatible devices were found. Return an error code
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return D3DENUMERR_NOCOMPATIBLEDEVICES;
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}
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//// Constructor //////////////////////////////////////////////////////////////
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//
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// Inits the enumeration and builds our list of devices/whatever.
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hsGDirect3DTnLEnumerate::hsGDirect3DTnLEnumerate()
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{
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memset( &fEnumeErrorStr[0], 0x00, sizeof(fEnumeErrorStr) );
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fCurrentDriver = NULL; // The selected DD driver
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fDrivers.Reset(); // List of DD drivers
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/// New DX Enumeration
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// Get a pointer to the creation function
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#if !HS_BUILD_FOR_XBOX
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if( hsGDDrawDllLoad::GetD3DDll() == nil )
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{
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strcpy( fEnumeErrorStr, "Cannot load Direct3D driver!" );
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return;
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}
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Direct3DCreateProc procPtr;
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procPtr = (Direct3DCreateProc)GetProcAddress( hsGDDrawDllLoad::GetD3DDll(), "Direct3DCreate9" );
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if( procPtr == nil )
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{
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strcpy( fEnumeErrorStr, "Cannot load D3D Create Proc!" );
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return;
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}
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// Create a D3D object to use
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IDirect3D9 *pD3D = procPtr( D3D_SDK_VERSION );
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#else
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IDirect3D9 *pD3D = Direct3DCreate9( D3D_SDK_VERSION );
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#endif
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if( pD3D == nil )
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{
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strcpy( fEnumeErrorStr, "Cannot load DirectX!" );
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return;
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}
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/// Loop through the "adapters" (we don't call them drivers anymore)
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UINT iAdapter;
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for( iAdapter = 0; iAdapter < pD3D->GetAdapterCount(); iAdapter++ )
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{
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D3DEnum_DriverInfo* newDriver = fDrivers.Push();
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ZeroMemory( newDriver, sizeof( *newDriver ) );
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// Copy data to a device info structure
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D3DADAPTER_IDENTIFIER9 adapterInfo;
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pD3D->GetAdapterIdentifier( iAdapter, 0, &adapterInfo );
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pD3D->GetAdapterDisplayMode( iAdapter, &newDriver->fDesktopMode );
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memcpy( &newDriver->fAdapterInfo, &adapterInfo, sizeof( adapterInfo ) );
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strncpy( newDriver->fStrName, adapterInfo.Driver, 39 );
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strncpy( newDriver->fStrDesc, adapterInfo.Description, 39 );
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newDriver->fGuid = adapterInfo.DeviceIdentifier;
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newDriver->fMemory = 16 * 1024 * 1024; /// Simulate 16 MB
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/// Do the mode and device enumeration for this adapter
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IEnumAdapterDevices( pD3D, iAdapter, newDriver );
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}
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// Cleanup
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pD3D->Release();
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}
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//// IEnumAdapterDevices //////////////////////////////////////////////////////
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//
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// DirectX: Enumerates all the modes for a given adapter, then using the
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// two faked modes for HAL and REF, attaches the modes to each "device" that
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// can support them.
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void hsGDirect3DTnLEnumerate::IEnumAdapterDevices( IDirect3D9 *pD3D, UINT iAdapter, D3DEnum_DriverInfo *drivInfo )
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{
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// A bit backwards from DX8... First we have to go through our list of formats and check for validity.
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// Then we can enum through the modes for each format.
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const DWORD numDeviceTypes = 2;
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const TCHAR* strDeviceDescs[] = { "HAL", "REF" };
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const D3DDEVTYPE deviceTypes[] = { D3DDEVTYPE_HAL, D3DDEVTYPE_REF };
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BOOL *formatWorks = TRACKED_NEW BOOL[kNumDisplayFormats + 1]; // One for each format
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DWORD *behavior = TRACKED_NEW DWORD[kNumDisplayFormats + 1];
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UINT iDevice;
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for (iDevice = 0; iDevice < numDeviceTypes; iDevice++)
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{
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D3DEnum_DeviceInfo *deviceInfo = drivInfo->fDevices.Push();
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ZeroMemory(deviceInfo, sizeof(*deviceInfo));
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pD3D->GetDeviceCaps(iAdapter, deviceTypes[iDevice], &deviceInfo->fDDCaps);
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strncpy(deviceInfo->fStrName, strDeviceDescs[iDevice], 39);
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|
|
deviceInfo->fDDType = deviceTypes[iDevice];
|
|
|
|
deviceInfo->fIsHardware = deviceInfo->fDDCaps.DevCaps & D3DDEVCAPS_HWRASTERIZATION;
|
|
|
|
|
|
|
|
/// Loop through the formats, checking each against this device to see
|
|
|
|
/// if it will work. If so, add all modes matching that format
|
|
|
|
UInt8 iFormat;
|
|
|
|
for (iFormat = 0; iFormat < kNumDisplayFormats + 1; iFormat++ )
|
|
|
|
{
|
|
|
|
// the desktop format gets to be first, everything else is nudged over one.
|
|
|
|
D3DFORMAT currFormat = (iFormat == 0 ? drivInfo->fDesktopMode.Format : kDisplayFormats[iFormat - 1]);
|
|
|
|
formatWorks[iFormat] = FALSE;
|
|
|
|
|
|
|
|
int bitDepth = IGetDXBitDepth(currFormat);
|
|
|
|
if (bitDepth == 0)
|
|
|
|
continue; // Don't like this mode, skip it
|
|
|
|
|
|
|
|
/// Can it be used as a render target?
|
|
|
|
if (FAILED(pD3D->CheckDeviceType(iAdapter, deviceTypes[iDevice],
|
|
|
|
currFormat,
|
|
|
|
currFormat,
|
|
|
|
FALSE)))
|
|
|
|
continue; // Nope--skip it
|
|
|
|
|
|
|
|
if (deviceInfo->fDDCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
|
|
|
|
{
|
|
|
|
/// Confirm that HW vertex processing works on this device
|
|
|
|
if (deviceInfo->fDDCaps.DevCaps & D3DDEVCAPS_PUREDEVICE)
|
|
|
|
{
|
|
|
|
#if 0
|
|
|
|
behavior[iFormat] = D3DCREATE_HARDWARE_VERTEXPROCESSING |
|
|
|
|
D3DCREATE_PUREDEVICE;
|
|
|
|
#else
|
|
|
|
behavior[iFormat] = D3DCREATE_HARDWARE_VERTEXPROCESSING;
|
|
|
|
#endif
|
|
|
|
if (SUCCEEDED(IConfirmDevice(&deviceInfo->fDDCaps, behavior[iFormat],
|
|
|
|
currFormat)))
|
|
|
|
{
|
|
|
|
formatWorks[iFormat] = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!formatWorks[iFormat])
|
|
|
|
{
|
|
|
|
/// HW vertex & Pure didn't work--just try HW vertex
|
|
|
|
behavior[iFormat] = D3DCREATE_HARDWARE_VERTEXPROCESSING;
|
|
|
|
if (SUCCEEDED(IConfirmDevice(&deviceInfo->fDDCaps, behavior[iFormat],
|
|
|
|
currFormat)))
|
|
|
|
{
|
|
|
|
formatWorks[iFormat] = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!formatWorks[iFormat])
|
|
|
|
{
|
|
|
|
/// HW vertex didn't work--can we do mixed?
|
|
|
|
behavior[iFormat] = D3DCREATE_MIXED_VERTEXPROCESSING;
|
|
|
|
|
|
|
|
if (SUCCEEDED(IConfirmDevice(&deviceInfo->fDDCaps, behavior[iFormat],
|
|
|
|
currFormat)))
|
|
|
|
{
|
|
|
|
formatWorks[iFormat] = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!formatWorks[iFormat])
|
|
|
|
{
|
|
|
|
/// Egads. Try SW vertex processing
|
|
|
|
behavior[iFormat] = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
|
|
|
|
|
|
|
|
if (SUCCEEDED(IConfirmDevice(&deviceInfo->fDDCaps, behavior[iFormat],
|
|
|
|
currFormat)))
|
|
|
|
{
|
|
|
|
formatWorks[iFormat] = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (formatWorks[iFormat])
|
|
|
|
{
|
|
|
|
/// Now go through all the modes. If a given mode has a format that works,
|
|
|
|
/// add it to the device
|
|
|
|
UINT numAdapterModes = pD3D->GetAdapterModeCount(iAdapter, currFormat);
|
|
|
|
DWORD iMode;
|
|
|
|
for (iMode = 0; iMode < numAdapterModes; iMode++)
|
|
|
|
{
|
|
|
|
// TODO: Check for modes that only differ by refresh rate and exclude duplicates.
|
|
|
|
|
|
|
|
/// Get the mode attributes
|
|
|
|
D3DDISPLAYMODE dispMode;
|
|
|
|
pD3D->EnumAdapterModes(iAdapter, currFormat, iMode, &dispMode);
|
|
|
|
{
|
|
|
|
/// Add it to our driver's global mode list
|
|
|
|
D3DEnum_ModeInfo *modeInfo = drivInfo->fModes.Push();
|
|
|
|
ZeroMemory( modeInfo, sizeof( *modeInfo ) );
|
|
|
|
modeInfo->fDDmode = dispMode;
|
|
|
|
sprintf( modeInfo->fStrDesc, TEXT( "%ld x %ld x %ld" ), dispMode.Width, dispMode.Height, bitDepth );
|
|
|
|
modeInfo->fBitDepth = bitDepth;
|
|
|
|
|
|
|
|
// Add it to the device
|
|
|
|
modeInfo->fDDBehavior = behavior[ iFormat ];
|
|
|
|
IFindDepthFormats( pD3D, iAdapter, deviceInfo->fDDType, modeInfo );
|
|
|
|
IFindFSAATypes( pD3D, iAdapter, deviceInfo->fDDType, modeInfo );
|
|
|
|
ICheckCubicRenderTargets( pD3D, iAdapter, deviceInfo->fDDType, modeInfo );
|
|
|
|
deviceInfo->fModes.Append( *modeInfo );
|
|
|
|
|
|
|
|
// Special check for the desktop, which we know is the first entry, because we put it there.
|
|
|
|
if (iFormat == 0)
|
|
|
|
{
|
|
|
|
/// Check if the device can window and/or is compatible with the desktop display mode
|
|
|
|
deviceInfo->fCompatibleWithDesktop = TRUE;
|
|
|
|
|
|
|
|
// As of DirectX 9, any device supports windowed mode
|
|
|
|
//if (deviceInfo->fDDCaps.Caps2 & D3DCAPS2_CANRENDERWINDOWED)
|
|
|
|
{
|
|
|
|
deviceInfo->fCanWindow = TRUE;
|
|
|
|
|
|
|
|
/// Add a fake mode to represent windowed. Silly, but here for legacy
|
|
|
|
D3DEnum_ModeInfo *pModeInfo = drivInfo->fModes.Push();
|
|
|
|
ZeroMemory(pModeInfo, sizeof(*pModeInfo));
|
|
|
|
pModeInfo->fDDmode = dispMode;
|
|
|
|
pModeInfo->fDDBehavior = behavior[iFormat];
|
|
|
|
pModeInfo->fBitDepth = bitDepth;
|
|
|
|
sprintf(pModeInfo->fStrDesc, TEXT("Windowed"));
|
|
|
|
pModeInfo->fWindowed = true;
|
|
|
|
|
|
|
|
IFindDepthFormats(pD3D, iAdapter, deviceInfo->fDDType, pModeInfo);
|
|
|
|
IFindFSAATypes(pD3D, iAdapter, deviceInfo->fDDType, pModeInfo);
|
|
|
|
ICheckCubicRenderTargets(pD3D, iAdapter, deviceInfo->fDDType, pModeInfo);
|
|
|
|
deviceInfo->fModes.Append( *pModeInfo );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
delete [] formatWorks;
|
|
|
|
delete [] behavior;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// IFindDepthFormats ////////////////////////////////////////////////////////
|
|
|
|
// DirectX: Given a device and mode, find ALL available depth/stencil
|
|
|
|
// formats and add them to the mode info struct.
|
|
|
|
|
|
|
|
hsBool hsGDirect3DTnLEnumerate::IFindDepthFormats( IDirect3D9 *pD3D, UINT iAdapter, D3DDEVTYPE deviceType,
|
|
|
|
D3DEnum_ModeInfo *modeInfo )
|
|
|
|
{
|
|
|
|
#if HS_BUILD_FOR_XBOX
|
|
|
|
D3DFORMAT formats[] = { D3DFMT_D16, D3DFMT_D24S8, D3DFMT_UNKNOWN };
|
|
|
|
#else
|
|
|
|
D3DFORMAT formats[] = { D3DFMT_D16, D3DFMT_D24X8, D3DFMT_D32,
|
|
|
|
D3DFMT_D15S1, D3DFMT_D24X4S4, D3DFMT_D24S8, D3DFMT_UNKNOWN };
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/// Try 'em
|
|
|
|
for( int i = 0; formats[ i ] != D3DFMT_UNKNOWN; i++ )
|
|
|
|
{
|
|
|
|
if( SUCCEEDED( pD3D->CheckDeviceFormat( iAdapter, deviceType, modeInfo->fDDmode.Format,
|
|
|
|
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE,
|
|
|
|
formats[ i ] ) ) )
|
|
|
|
{
|
|
|
|
if( SUCCEEDED( pD3D->CheckDepthStencilMatch( iAdapter, deviceType,
|
|
|
|
modeInfo->fDDmode.Format, modeInfo->fDDmode.Format, formats[ i ] ) ) )
|
|
|
|
{
|
|
|
|
modeInfo->fDepthFormats.Append( formats[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return( modeInfo->fDepthFormats.GetCount() > 0 ? true : false );
|
|
|
|
}
|
|
|
|
|
|
|
|
//// IFindFSAATypes ///////////////////////////////////////////////////////////
|
|
|
|
// DirectX: Given a device and mode, find ALL available multisample types
|
|
|
|
// and add them to the mode info struct.
|
|
|
|
|
|
|
|
hsBool hsGDirect3DTnLEnumerate::IFindFSAATypes( IDirect3D9 *pD3D, UINT iAdapter, D3DDEVTYPE deviceType,
|
|
|
|
D3DEnum_ModeInfo *modeInfo )
|
|
|
|
{
|
|
|
|
/// Try 'em
|
|
|
|
for (int type = 2; type <= 16; type++)
|
|
|
|
{
|
|
|
|
if (SUCCEEDED(pD3D->CheckDeviceMultiSampleType(iAdapter, deviceType, modeInfo->fDDmode.Format,
|
|
|
|
modeInfo->fWindowed ? TRUE : FALSE,
|
|
|
|
(D3DMULTISAMPLE_TYPE)type, NULL)))
|
|
|
|
{
|
|
|
|
modeInfo->fFSAATypes.Append((D3DMULTISAMPLE_TYPE)type);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return (modeInfo->fFSAATypes.GetCount() > 0 ? true : false);
|
|
|
|
}
|
|
|
|
|
|
|
|
//// ICheckCubicRenderTargets /////////////////////////////////////////////////
|
|
|
|
|
|
|
|
hsBool hsGDirect3DTnLEnumerate::ICheckCubicRenderTargets( IDirect3D9 *pD3D, UINT iAdapter, D3DDEVTYPE deviceType,
|
|
|
|
D3DEnum_ModeInfo *modeInfo )
|
|
|
|
{
|
|
|
|
if( SUCCEEDED( pD3D->CheckDeviceFormat( iAdapter, deviceType, modeInfo->fDDmode.Format,
|
|
|
|
D3DUSAGE_RENDERTARGET, D3DRTYPE_CUBETEXTURE,
|
|
|
|
modeInfo->fDDmode.Format ) ) )
|
|
|
|
{
|
|
|
|
modeInfo->fCanRenderToCubic = true;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
modeInfo->fCanRenderToCubic = false;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// IConfirmDevice ///////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Nice, encapsulated way of testing for specific caps on a particular device
|
|
|
|
|
|
|
|
HRESULT hsGDirect3DTnLEnumerate::IConfirmDevice( D3DCAPS9* pCaps, DWORD dwBehavior,
|
|
|
|
D3DFORMAT Format )
|
|
|
|
{
|
|
|
|
short bits;
|
|
|
|
|
|
|
|
|
|
|
|
bits = IGetDXBitDepth( Format );
|
|
|
|
if( bits == 16 || bits == 24 || bits == 32 )
|
|
|
|
return S_OK;
|
|
|
|
|
|
|
|
return E_FAIL;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Name: ~hsGDirect3DTnLEnumerate()
|
|
|
|
// Desc:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
hsGDirect3DTnLEnumerate::~hsGDirect3DTnLEnumerate()
|
|
|
|
{
|
|
|
|
D3DEnum_FreeResources();
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Name: D3DEnum_FreeResources()
|
|
|
|
// Desc: Frees all resources used for driver enumeration
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
VOID hsGDirect3DTnLEnumerate::D3DEnum_FreeResources()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Name: SetEnumeErrorStr()
|
|
|
|
// Desc:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void hsGDirect3DTnLEnumerate::SetEnumeErrorStr(const char* s)
|
|
|
|
{
|
|
|
|
hsStrncpy(fEnumeErrorStr, s, 128);
|
|
|
|
}
|
|
|
|
|
|
|
|
//// IGetDXBitDepth //////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// From a D3DFORMAT enumeration, return the bit depth associated with it.
|
|
|
|
// Copied from hsGDirect3DDevice to prevent inclusion of that class in
|
|
|
|
// the RenderMenu project (for some reason, VC can't figure out we're only
|
|
|
|
// calling one static function!)
|
|
|
|
|
|
|
|
short hsGDirect3DTnLEnumerate::IGetDXBitDepth( D3DFORMAT format )
|
|
|
|
{
|
|
|
|
#define ReturnDepth(type, depth) if (format == type) return depth
|
|
|
|
|
|
|
|
ReturnDepth(D3DFMT_UNKNOWN, 0);
|
|
|
|
ReturnDepth(D3DFMT_A8R8G8B8, 32);
|
|
|
|
ReturnDepth(D3DFMT_X8R8G8B8, 32);
|
|
|
|
ReturnDepth(D3DFMT_R5G6B5, 16);
|
|
|
|
ReturnDepth(D3DFMT_X1R5G5B5, 16);
|
|
|
|
ReturnDepth(D3DFMT_A1R5G5B5, 16);
|
|
|
|
|
|
|
|
// Supported by DX9, but we don't currently support it. Can add support if needed.
|
|
|
|
//ReturnDepth(D3DFMT_A2B10G10R10, 32);
|
|
|
|
|
|
|
|
// Unsupported translation format--return 0
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
//// Direct3D DeviceSelector Code ///////////////////////////////////////////
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
//// IGetD3DCardInfo /////////////////////////////////////////////////////////
|
|
|
|
// Given two enum structs, strips out and produces the vendor ID, device ID
|
|
|
|
// and the driver name. Returns true if processed, false otherwise.
|
|
|
|
|
|
|
|
hsBool hsG3DDeviceSelector::IGetD3DCardInfo( hsG3DDeviceRecord &record, // In
|
|
|
|
void *driverInfo,
|
|
|
|
void *deviceInfo,
|
|
|
|
DWORD *vendorID, DWORD *deviceID, // Out
|
|
|
|
char **driverString, char **descString )
|
|
|
|
{
|
|
|
|
D3DEnum_DriverInfo *driverD3DInfo = (D3DEnum_DriverInfo *)driverInfo;
|
|
|
|
D3DEnum_DeviceInfo *deviceD3DInfo = (D3DEnum_DeviceInfo *)deviceInfo;
|
|
|
|
|
|
|
|
D3DADAPTER_IDENTIFIER9 *adapterInfo;
|
|
|
|
|
|
|
|
adapterInfo = &driverD3DInfo->fAdapterInfo;
|
|
|
|
|
|
|
|
/// Print out to our demo data file
|
|
|
|
plDemoDebugFile::Write( "DeviceSelector detected DX Direct3D device. Info:" );
|
|
|
|
plDemoDebugFile::Write( " Driver Description", (char *)adapterInfo->Description );
|
|
|
|
plDemoDebugFile::Write( " Driver Name", (char *)adapterInfo->Driver );
|
|
|
|
plDemoDebugFile::Write( " Vendor ID", (Int32)adapterInfo->VendorId );
|
|
|
|
plDemoDebugFile::Write( " Device ID", (Int32)adapterInfo->DeviceId );
|
|
|
|
plDemoDebugFile::Write( " Version", (char *)record.GetDriverVersion() );
|
|
|
|
plDemoDebugFile::Write( " Memory size (in MB)", record.GetMemoryBytes() / ( 1024 * 1024 ) );
|
|
|
|
plDemoDebugFile::Write( " Memory size (in bytes)", record.GetMemoryBytes() );
|
|
|
|
|
|
|
|
*vendorID = adapterInfo->VendorId;
|
|
|
|
*deviceID = adapterInfo->DeviceId;
|
|
|
|
*driverString = adapterInfo->Driver;
|
|
|
|
*descString = adapterInfo->Description;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// IInitDirect3D ////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
hsBool hsG3DDeviceSelector::IInitDirect3D( void )
|
|
|
|
{
|
|
|
|
if( hsGDDrawDllLoad::GetD3DDll() == nil )
|
|
|
|
{
|
|
|
|
strcpy( fErrorString, "Cannot load Direct3D driver!" );
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
Direct3DCreateProc procPtr;
|
|
|
|
procPtr = (Direct3DCreateProc)GetProcAddress( hsGDDrawDllLoad::GetD3DDll(), "Direct3DCreate9" );
|
|
|
|
if( procPtr == nil )
|
|
|
|
{
|
|
|
|
strcpy( fErrorString, "Cannot load D3D Create Proc!" );
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create a D3D object to use
|
|
|
|
IDirect3D9 *pD3D = procPtr( D3D_SDK_VERSION );
|
|
|
|
if( pD3D == nil )
|
|
|
|
{
|
|
|
|
strcpy( fErrorString, "Cannot load DirectX!" );
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
pD3D->Release();
|
|
|
|
|
|
|
|
fErrorString[ 0 ] = 0;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// ITryDirect3DTnL //////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void hsG3DDeviceSelector::ITryDirect3DTnL(hsWinRef winRef)
|
|
|
|
{
|
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hsGDirect3DTnLEnumerate d3dEnum;
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int i;
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for( i = 0; i < d3dEnum.GetNumDrivers(); i++ )
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{
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ITryDirect3DTnLDriver(d3dEnum.GetDriver(i));
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}
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}
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//// ITryDirect3DDriver ///////////////////////////////////////////////////////
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//
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// New DirectX Way
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void hsG3DDeviceSelector::ITryDirect3DTnLDriver(D3DEnum_DriverInfo* drivInfo)
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{
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hsG3DDeviceRecord devRec;
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devRec.Clear();
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devRec.SetG3DDeviceType( kDevTypeDirect3DTnL );
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devRec.SetDriverName( drivInfo->fAdapterInfo.Driver );
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devRec.SetDriverDesc( drivInfo->fAdapterInfo.Description );
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char buff[ 256 ];
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sprintf( buff, "%d.%02d.%02d.%04d",
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HIWORD( drivInfo->fAdapterInfo.DriverVersion.u.HighPart ),
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LOWORD( drivInfo->fAdapterInfo.DriverVersion.u.HighPart ),
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HIWORD( drivInfo->fAdapterInfo.DriverVersion.u.LowPart ),
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LOWORD( drivInfo->fAdapterInfo.DriverVersion.u.LowPart ) );
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devRec.SetDriverVersion(buff);
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devRec.SetMemoryBytes(drivInfo->fMemory);
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int i;
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for( i = 0; i < drivInfo->fDevices.GetCount(); i++ )
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{
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/// 9.6.2000 mcn - Changed here so we can do fudging here, rather
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/// than passing all the messy driver data to the function
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hsG3DDeviceRecord currDevRec = devRec;
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/// Done first now, so we can alter the D3D type later
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ITryDirect3DTnLDevice( &drivInfo->fDevices[i], currDevRec );
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/// Check the vendor ID to see if it's 3dfx (#0x121a). If it is, don't add it.
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/// (we don't support 3dfx D3D devices) -mcn
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/// 11.25.2000 mcn - Knew this was going to come back and bite me. Now we just
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/// append (3dfx) to the end of the device description, so that our latter test
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/// can throw it out or not, depending on whether we're "strong".
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if( drivInfo->fAdapterInfo.VendorId == 0x121a &&
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( currDevRec.GetG3DHALorHEL() == hsG3DDeviceSelector::kHHD3DHALDev ||
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currDevRec.GetG3DHALorHEL() == hsG3DDeviceSelector::kHHD3DTnLHalDev ) )
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{
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if( drivInfo->fAdapterInfo.DeviceId >= 0x00000009 )
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{
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currDevRec.SetG3DHALorHEL( kHHD3D3dfxVoodoo5Dev );
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plDemoDebugFile::Write( " Tagging device as a 3dfx Voodoo5 or above" );
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}
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else
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{
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currDevRec.SetG3DHALorHEL( kHHD3D3dfxDev );
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plDemoDebugFile::Write( " Tagging device as a non-V5 3dfx card" );
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}
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}
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IFudgeDirectXDevice( currDevRec, (D3DEnum_DriverInfo *)drivInfo, (D3DEnum_DeviceInfo *)&drivInfo->fDevices[ i ] );
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if( currDevRec.GetModes().GetCount() )
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fRecords.Append( currDevRec );
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}
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}
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//// ITryDirect3DTnLDevice ////////////////////////////////////////////////////
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//
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// New DirectX Way
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void hsG3DDeviceSelector::ITryDirect3DTnLDevice(D3DEnum_DeviceInfo* devInfo, hsG3DDeviceRecord& devRec)
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{
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devRec.SetDeviceDesc(devInfo->fStrName);
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if( devInfo->fDDType == D3DDEVTYPE_REF )
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devRec.SetG3DHALorHEL( kHHD3DRefDev );
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else if( devInfo->fDDType == D3DDEVTYPE_HAL )
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{
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if( devInfo->fDDCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
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{
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devRec.SetG3DHALorHEL( kHHD3DTnLHalDev );
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devRec.SetCap( kCapsHWTransform );
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}
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else
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devRec.SetG3DHALorHEL( kHHD3DHALDev );
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}
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if( devInfo->fDDCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP )
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devRec.SetCap( kCapsCubicTextures );
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devRec.SetLayersAtOnce( devInfo->fDDCaps.MaxSimultaneousTextures );
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if( devInfo->fDDCaps.TextureFilterCaps & D3DPTFILTERCAPS_MIPFLINEAR )
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devRec.SetCap( kCapsMipmap );
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if( devInfo->fDDCaps.TextureCaps & D3DPTEXTURECAPS_MIPCUBEMAP )
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devRec.SetCap( kCapsCubicMipmap );
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if( devInfo->fDDCaps.TextureCaps & D3DPTEXTURECAPS_PERSPECTIVE )
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devRec.SetCap(kCapsPerspective);
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if( devInfo->fIsHardware )
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devRec.SetCap( kCapsHardware );
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if( devInfo->fDDCaps.RasterCaps & D3DPRASTERCAPS_DITHER )
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devRec.SetCap(kCapsDither);
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if( devInfo->fDDCaps.RasterCaps & D3DPRASTERCAPS_WBUFFER )
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devRec.SetCap(kCapsWBuffer);
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if( devInfo->fDDCaps.RasterCaps & D3DPRASTERCAPS_FOGTABLE )
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{
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devRec.SetCap( kCapsFogLinear );
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devRec.SetCap( kCapsFogExp );
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devRec.SetCap( kCapsFogExp2 );
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devRec.SetCap( kCapsPixelFog );
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}
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else
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{
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devRec.SetCap( kCapsFogLinear );
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}
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if( devInfo->fDDCaps.RasterCaps & D3DPRASTERCAPS_FOGRANGE )
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devRec.SetCap( kCapsFogRange );
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if( devInfo->fDDCaps.MaxAnisotropy <= 1 )
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devRec.SetMaxAnisotropicSamples( 0 );
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else
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devRec.SetMaxAnisotropicSamples( (UInt8)devInfo->fDDCaps.MaxAnisotropy );
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if (D3DSHADER_VERSION_MAJOR(devInfo->fDDCaps.PixelShaderVersion) > 0)
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devRec.SetCap(kCapsPixelShader);
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/// Assume these by default
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devRec.SetCap( kCapsCompressTextures );
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devRec.SetCap( kCapsDoesSmallTextures );
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#if 1 // mf - want to leave this one off by default
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// if( devInfo->fCanAntialias )
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// devRec.SetCap( kCapsAntiAlias );
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#endif // mf - want to leave this one off by default
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hsG3DDeviceMode devMode;
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int i, j;
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const struct
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|
{
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D3DFORMAT fmt; UInt16 depth;
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} depths[] = { { D3DFMT_D16, 0x0010 }, { D3DFMT_D24X8, 0x0018 }, { D3DFMT_D32, 0x0020 },
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{ D3DFMT_D15S1, 0x010f }, { D3DFMT_D24X4S4, 0x0418 }, { D3DFMT_D24S8, 0x0818 }, { D3DFMT_UNKNOWN, 0 } };
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for( i = 0; i < devInfo->fModes.GetCount(); i++ )
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{
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D3DEnum_ModeInfo* modeInfo = &devInfo->fModes[i];
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devMode.Clear();
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devMode.SetWidth( modeInfo->fDDmode.Width );
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devMode.SetHeight( modeInfo->fDDmode.Height );
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devMode.SetColorDepth( modeInfo->fBitDepth );
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if( modeInfo->fCanRenderToCubic )
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devMode.SetCanRenderToCubics( true );
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else
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devMode.SetCanRenderToCubics( false );
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for( j = 0; depths[ j ].depth != 0; j++ )
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{
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if( modeInfo->fDepthFormats.Find( depths[ j ].fmt ) != modeInfo->fDepthFormats.kMissingIndex )
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devMode.AddZStencilDepth( depths[ j ].depth );
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}
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for( j = 2; j <= 16; j++ )
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{
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if( modeInfo->fFSAATypes.Find( (D3DMULTISAMPLE_TYPE)j ) != modeInfo->fFSAATypes.kMissingIndex )
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devMode.AddFSAAType( j );
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}
|
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devRec.GetModes().Append( devMode );
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}
|
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}
|
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