Пример #1
0
//--------------------------------------------------------------------------------------
CD3D11Enumeration::CD3D11Enumeration() :
    m_bHasEnumerated(false),
    m_IsD3D11DeviceAcceptableFunc(nullptr),
    m_pIsD3D11DeviceAcceptableFuncUserContext(nullptr),
    m_bEnumerateAllAdapterFormats(false),
    m_forceFL(D3D_FEATURE_LEVEL(0)),
    m_warpFL(D3D_FEATURE_LEVEL_10_1),
    m_refFL(D3D_FEATURE_LEVEL_11_0)
{
    ResetPossibleDepthStencilFormats();
}
Пример #2
0
//--------------------------------------------------------------------------------------
CD3D11Enumeration::CD3D11Enumeration()
{
    m_bHasEnumerated = false;
    m_IsD3D11DeviceAcceptableFunc = NULL;
    m_pIsD3D11DeviceAcceptableFuncUserContext = NULL;

    m_nMinWidth = 640;
    m_nMinHeight = 480;
    m_nMaxWidth = UINT_MAX;
    m_nMaxHeight = UINT_MAX;
    m_bEnumerateAllAdapterFormats = false;

    m_nRefreshMin = 0;
    m_nRefreshMax = UINT_MAX;

    ResetPossibleDepthStencilFormats();
}
Пример #3
0
//--------------------------------------------------------------------------------------
CD3DEnumeration::CD3DEnumeration()
{
    m_pD3D = NULL;
    m_IsDeviceAcceptableFunc = NULL;
    m_pIsDeviceAcceptableFuncUserContext = NULL;
    m_bRequirePostPixelShaderBlending = true;

    m_nMinWidth = 640;
    m_nMinHeight = 480;
    m_nMaxWidth = UINT_MAX;
    m_nMaxHeight = UINT_MAX;

    m_nRefreshMin = 0;
    m_nRefreshMax = UINT_MAX;

    m_nMultisampleQualityMax = 0xFFFF;

    ResetPossibleDepthStencilFormats();
    ResetPossibleMultisampleTypeList();                                   
    ResetPossiblePresentIntervalList();
    SetPossibleVertexProcessingList( true, true, true, false );
}