//-----------------------------------------------------------------------------
// Name: Initialize3DEnvironment()
// Desc: Usually this function is not overridden.  Here's what this function does:
//       - Sets the windowed flag to be either windowed or fullscreen
//       - Sets parameters for z-buffer depth and back buffer
//       - Creates the D3D device
//       - Sets the window position (if windowed, that is)
//       - Makes some determinations as to the abilites of the driver (HAL, etc)
//       - Sets up some cursor stuff
//       - Calls InitDeviceObjects()
//       - Calls RestoreDeviceObjects()
//       - If all goes well, m_bActive is set to TRUE, and the function returns
//       - Otherwise, initialization is reattempted using the reference device
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Initialize3DEnvironment()
{
    HRESULT hr;

    D3DAdapterInfo* pAdapterInfo = m_d3dSettings.PAdapterInfo();
    D3DDeviceInfo*  pDeviceInfo  = m_d3dSettings.PDeviceInfo();

    m_bWindowed = m_d3dSettings.IsWindowed;

    // Prepare window for possible windowed/fullscreen change
    AdjustWindowForChange();

    // Set up the presentation parameters
    BuildPresentParamsFromSettings();

    if( pDeviceInfo->Caps.PrimitiveMiscCaps & D3DPMISCCAPS_NULLREFERENCE )
    {
        // Warn user about null ref device that can't render anything
        DisplayErrorMsg( D3DAPPERR_NULLREFDEVICE, 0 );
    }

    DWORD behaviorFlags;
    if (m_d3dSettings.GetVertexProcessingType() == SOFTWARE_VP)
        behaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    else if (m_d3dSettings.GetVertexProcessingType() == MIXED_VP)
        behaviorFlags = D3DCREATE_MIXED_VERTEXPROCESSING;
    else if (m_d3dSettings.GetVertexProcessingType() == HARDWARE_VP)
        behaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
    else if (m_d3dSettings.GetVertexProcessingType() == PURE_HARDWARE_VP)
        behaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE;
    else
        behaviorFlags = 0; // TODO: throw exception

    // Add multithreaded flag if requested by app
    if( m_bCreateMultithreadDevice )
        behaviorFlags |= D3DCREATE_MULTITHREADED;

    // Create the device
    hr = m_pD3D->CreateDevice( m_d3dSettings.AdapterOrdinal(), pDeviceInfo->DevType,
                               m_hWndFocus, behaviorFlags, &m_d3dpp,
                               &m_pd3dDevice );

    if( SUCCEEDED(hr) )
    {
        // When moving from fullscreen to windowed mode, it is important to
        // adjust the window size after recreating the device rather than
        // beforehand to ensure that you get the window size you want.  For
        // example, when switching from 640x480 fullscreen to windowed with
        // a 1000x600 window on a 1024x768 desktop, it is impossible to set
        // the window size to 1000x600 until after the display mode has
        // changed to 1024x768, because windows cannot be larger than the
        // desktop.
        if( m_bWindowed )
        {
            SetWindowPos( m_hWnd, HWND_NOTOPMOST,
                          m_rcWindowBounds.left, m_rcWindowBounds.top,
                          ( m_rcWindowBounds.right - m_rcWindowBounds.left ),
                          ( m_rcWindowBounds.bottom - m_rcWindowBounds.top ),
                          SWP_HIDEWINDOW );
        }

        // Store device Caps
        m_pd3dDevice->GetDeviceCaps( &m_d3dCaps );
        m_dwCreateFlags = behaviorFlags;

        // Store device description
        if( pDeviceInfo->DevType == D3DDEVTYPE_REF )
            lstrcpy( m_strDeviceStats, TEXT("REF") );
        else if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
            lstrcpy( m_strDeviceStats, TEXT("HAL") );
        else if( pDeviceInfo->DevType == D3DDEVTYPE_SW )
            lstrcpy( m_strDeviceStats, TEXT("SW") );

        if( behaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING &&
            behaviorFlags & D3DCREATE_PUREDEVICE )
        {
            if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
                lstrcat( m_strDeviceStats, TEXT(" (pure hw vp)") );
            else
                lstrcat( m_strDeviceStats, TEXT(" (simulated pure hw vp)") );
        }
        else if( behaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING )
        {
            if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
                lstrcat( m_strDeviceStats, TEXT(" (hw vp)") );
            else
                lstrcat( m_strDeviceStats, TEXT(" (simulated hw vp)") );
        }
        else if( behaviorFlags & D3DCREATE_MIXED_VERTEXPROCESSING )
        {
            if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
                lstrcat( m_strDeviceStats, TEXT(" (mixed vp)") );
            else
                lstrcat( m_strDeviceStats, TEXT(" (simulated mixed vp)") );
        }
        else if( behaviorFlags & D3DCREATE_SOFTWARE_VERTEXPROCESSING )
        {
            lstrcat( m_strDeviceStats, TEXT(" (sw vp)") );
        }

        if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
        {
            // Be sure not to overflow m_strDeviceStats when appending the adapter 
            // description, since it can be long.  Note that the adapter description
            // is initially CHAR and must be converted to TCHAR.
            lstrcat( m_strDeviceStats, TEXT(": ") );
            const int cchDesc = sizeof(pAdapterInfo->AdapterIdentifier.Description);
            TCHAR szDescription[cchDesc];
            DXUtil_ConvertAnsiStringToGenericCch( szDescription, 
                pAdapterInfo->AdapterIdentifier.Description, cchDesc );
            int maxAppend = sizeof(m_strDeviceStats) / sizeof(TCHAR) -
                lstrlen( m_strDeviceStats ) - 1;
            _tcsncat( m_strDeviceStats, szDescription, maxAppend );
        }

        // Store render target surface desc
        LPDIRECT3DSURFACE9 pBackBuffer = NULL;
        m_pd3dDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer );
        pBackBuffer->GetDesc( &m_d3dsdBackBuffer );
        pBackBuffer->Release();

        // Set up the fullscreen cursor
        if( m_bShowCursorWhenFullscreen && !m_bWindowed )
        {
            HCURSOR hCursor;
#ifdef _WIN64
            hCursor = (HCURSOR)GetClassLongPtr( m_hWnd, GCLP_HCURSOR );
#else
            hCursor = (HCURSOR)ULongToHandle( GetClassLong( m_hWnd, GCL_HCURSOR ) );
#endif
            D3DUtil_SetDeviceCursor( m_pd3dDevice, hCursor, true );
            m_pd3dDevice->ShowCursor( true );
        }

        // Confine cursor to fullscreen window
        if( m_bClipCursorWhenFullscreen )
        {
            if (!m_bWindowed )
            {
                RECT rcWindow;
                GetWindowRect( m_hWnd, &rcWindow );
                ClipCursor( &rcWindow );
            }
            else
            {
                ClipCursor( NULL );
            }
        }

        // Initialize the app's device-dependent objects
        hr = InitDeviceObjects();
        if( FAILED(hr) )
        {
            DeleteDeviceObjects();
        }
        else
        {
            m_bDeviceObjectsInited = true;
            hr = RestoreDeviceObjects();
            if( FAILED(hr) )
            {
                InvalidateDeviceObjects();
            }
            else
            {
                m_bDeviceObjectsRestored = true;
                return S_OK;
            }
        }

        // Cleanup before we try again
        Cleanup3DEnvironment();
    }

    // If that failed, fall back to the reference rasterizer
    if( hr != D3DAPPERR_MEDIANOTFOUND && 
        hr != HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) && 
        pDeviceInfo->DevType == D3DDEVTYPE_HAL )
    {
        if (FindBestWindowedMode(false, true))
        {
            m_bWindowed = true;
            AdjustWindowForChange();
            // Make sure main window isn't topmost, so error message is visible
            SetWindowPos( m_hWnd, HWND_NOTOPMOST,
                          m_rcWindowBounds.left, m_rcWindowBounds.top,
                          ( m_rcWindowBounds.right - m_rcWindowBounds.left ),
                          ( m_rcWindowBounds.bottom - m_rcWindowBounds.top ),
                          SWP_SHOWWINDOW );

            // Let the user know we are switching from HAL to the reference rasterizer
            DisplayErrorMsg( hr, MSGWARN_SWITCHEDTOREF );

            hr = Initialize3DEnvironment();
        }
    }
    return hr;
}
Exemple #2
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//
// Create
//
HRESULT DX9Enumeration::Create( RenderInfo & renderInfo )
{
	// Store the Parameters
	AppMinFullscreenWidth = renderInfo.uiTargetWidth;
	AppMinFullscreenHeight = renderInfo.uiTargetHeight;
	AppMinColorChannelBits = renderInfo.uiTargetColorDepth == 16 ? 4 : 8;
	AppMinAlphaChannelBits = renderInfo.uiTargetColorDepth == 16 ? 4 : 8;
	AppRequiresWindowed = !renderInfo.bFullscreen;
	AppRequiresFullscreen = renderInfo.bFullscreen;
	AppRequiresReferenceDriver = renderInfo.bUseReferenceDriver;

#ifdef _DEBUG
	AppUsesMixedVP = true; // This is to allow debugging of HLSL
	ConfirmDeviceCallback = ConfirmDevice_SoftwareVP;
#else
	AppUsesMixedVP = false;
	ConfirmDeviceCallback = ConfirmDevice_HardwareVP;
#endif

	// Create the Direct3D Object
	m_pD3D = Direct3DCreate9( D3D_SDK_VERSION );
	if ( m_pD3D == NULL )
		return D3DAPPERR_NODIRECT3D;

	// Perform the enumeration
	if ( FAILED( Enumerate() ) )
		return E_FAIL;

	// Choose the best adapter based on if we want windowed or fullscreen mode
	if ( AppRequiresWindowed )
	{
		if ( !FindBestWindowedMode( !AppUsesMixedVP, AppRequiresReferenceDriver ) )
			return E_FAIL;
	}
	else
	{
		if ( !FindBestFullscreenMode( !AppUsesMixedVP, AppRequiresReferenceDriver  ) )
			return E_FAIL;
	}

	// From the D3DSettings, determine the parameters for the device
	D3DAdapterInfo* pAdapterInfo = m_d3dSettings.PAdapterInfo();
	D3DDeviceInfo* pDeviceInfo = m_d3dSettings.PDeviceInfo();
	bool bWindowed = m_d3dSettings.IsWindowed;
	HWND hWndFocus = (HWND)renderInfo.hMainWindow;

	DWORD behaviorFlags;
	if (m_d3dSettings.GetVertexProcessingType() == SOFTWARE_VP)
		behaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
	else if (m_d3dSettings.GetVertexProcessingType() == MIXED_VP)
		behaviorFlags = D3DCREATE_MIXED_VERTEXPROCESSING;
	else if (m_d3dSettings.GetVertexProcessingType() == HARDWARE_VP)
		behaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
	else if (m_d3dSettings.GetVertexProcessingType() == PURE_HARDWARE_VP)
		behaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE;
	else
		behaviorFlags = 0; // TODO: throw exception

	// Set up the presentation parameters
	BuildPresentParamsFromSettings( renderInfo );

	// Create the D3D9 Device and return the result
	return m_pD3D->CreateDevice( m_d3dSettings.AdapterOrdinal(), 
								 pDeviceInfo->DevType,
								 hWndFocus, 
								 behaviorFlags, 
								 &m_d3dpp,
								 &m_pD3DDevice 
	);
}