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C++ IDirect3DDevice9::CreateDepthStencilSurface方法代码示例

本文整理汇总了C++中IDirect3DDevice9::CreateDepthStencilSurface方法的典型用法代码示例。如果您正苦于以下问题:C++ IDirect3DDevice9::CreateDepthStencilSurface方法的具体用法?C++ IDirect3DDevice9::CreateDepthStencilSurface怎么用?C++ IDirect3DDevice9::CreateDepthStencilSurface使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在IDirect3DDevice9的用法示例。


在下文中一共展示了IDirect3DDevice9::CreateDepthStencilSurface方法的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: Release

bool Texture2D::Create()
{
    Release();
    
    if (!graphics_ || !width_ || !height_)
        return false;
    
    if (graphics_->IsDeviceLost())
    {
        LOGWARNING("Texture creation while device is lost");
        return true;
    }
    
    IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
    // If creating a depth-stencil texture, and it is not supported, create a depth-stencil surface instead
    if (usage_ & D3DUSAGE_DEPTHSTENCIL && !graphics_->GetImpl()->CheckFormatSupport((D3DFORMAT)format_, usage_, D3DRTYPE_TEXTURE))
    {
        if (!device || FAILED(device->CreateDepthStencilSurface(
            width_,
            height_,
            (D3DFORMAT)format_,
            D3DMULTISAMPLE_NONE,
            0,
            FALSE,
            (IDirect3DSurface9**)&renderSurface_->surface_,
            0)))
        {
            LOGERROR("Could not create depth-stencil surface");
            return false;
        }
        
        levels_ = 1;
    }
    else
    {
        if (!device || FAILED(graphics_->GetImpl()->GetDevice()->CreateTexture(
            width_,
            height_,
            requestedLevels_,
            usage_,
            (D3DFORMAT)format_,
            (D3DPOOL)pool_,
            (IDirect3DTexture9**)&object_,
            0)))
        {
            LOGERROR("Could not create texture");
            return false;
        }
        
        levels_ = ((IDirect3DTexture9*)object_)->GetLevelCount();
        
        if (usage_ & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
            ((IDirect3DTexture9*)object_)->GetSurfaceLevel(0, (IDirect3DSurface9**)&renderSurface_->surface_);
    }
    
    return true;
}
开发者ID:jjiezheng,项目名称:urho3d,代码行数:57,代码来源:D3D9Texture2D.cpp

示例2: getDevice

DepthStencilbuffer::DepthStencilbuffer(int width, int height, GLsizei samples)
{
    IDirect3DDevice9 *device = getDevice();

    mDepthStencil = NULL;
    
    int supportedSamples = getContext()->getNearestSupportedSamples(D3DFMT_D24S8, samples);

    if (supportedSamples == -1)
    {
        error(GL_OUT_OF_MEMORY);

        return;
    }

    HRESULT result = device->CreateDepthStencilSurface(width, height, D3DFMT_D24S8, es2dx::GetMultisampleTypeFromSamples(supportedSamples),
                                                       0, FALSE, &mDepthStencil, 0);

    if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
    {
        error(GL_OUT_OF_MEMORY);

        return;
    }

    ASSERT(SUCCEEDED(result));

    if (mDepthStencil)
    {
        setSize(width, height);
        mFormat = GL_DEPTH24_STENCIL8_OES;
        mD3DFormat = D3DFMT_D24S8;
        mSamples = supportedSamples;
    }
    else
    {
        setSize(0, 0);
        mFormat = GL_RGBA4; //default format
        mD3DFormat = D3DFMT_UNKNOWN;
        mSamples = 0;
    }
}
开发者ID:achellies,项目名称:WinCEWebKit,代码行数:42,代码来源:Renderbuffer.cpp

示例3:

/// @copydoc D3D9DeviceResetListener::OnPostReset()
void D3D9DepthStencilSurface::OnPostReset( D3D9Renderer* pRenderer )
{
    HELIUM_ASSERT( pRenderer );
    IDirect3DDevice9* pDevice = pRenderer->GetD3DDevice();
    HELIUM_ASSERT( pDevice );

    D3DMULTISAMPLE_TYPE multisampleType = D3DMULTISAMPLE_NONE;
    if( m_multisampleCountMinusOne != 0 )
    {
        multisampleType =
            static_cast< D3DMULTISAMPLE_TYPE >( D3DMULTISAMPLE_2_SAMPLES + m_multisampleCountMinusOne - 1 );
    }

    HELIUM_ASSERT( !m_pSurface );
    HELIUM_D3D9_VERIFY( pDevice->CreateDepthStencilSurface(
        m_width,
        m_height,
        ( m_bStencil ? D3DFMT_D24S8 : D3DFMT_D24X8 ),
        multisampleType,
        0,
        FALSE,
        &m_pSurface,
        NULL ) );
}
开发者ID:Fantasticer,项目名称:Helium,代码行数:25,代码来源:D3D9DepthStencilSurface.cpp

示例4: getDevice

DepthStencilbuffer::DepthStencilbuffer(int width, int height, GLsizei samples)
{
    IDirect3DDevice9 *device = getDevice();

    mDepthStencil = NULL;
    
    int supportedSamples = getContext()->getNearestSupportedSamples(D3DFMT_D24S8, samples);

    if (supportedSamples == -1)
    {
        error(GL_OUT_OF_MEMORY);

        return;
    }

    if (width > 0 && height > 0)
    {
        HRESULT result = device->CreateDepthStencilSurface(width, height, D3DFMT_D24S8, es2dx::GetMultisampleTypeFromSamples(supportedSamples),
                                                           0, FALSE, &mDepthStencil, 0);

        if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
        {
            error(GL_OUT_OF_MEMORY);

            return;
        }

        ASSERT(SUCCEEDED(result));
    }

    mWidth = width;
    mHeight = height;
    mInternalFormat = GL_DEPTH24_STENCIL8_OES;
    mD3DFormat = D3DFMT_D24S8;
    mSamples = supportedSamples;
}
开发者ID:hideakihata,项目名称:mozilla-central.fgv,代码行数:36,代码来源:Renderbuffer.cpp

示例5: ERR


//.........这里部分代码省略.........
            rect.right = backbufferWidth;
        }

        if (rect.bottom > static_cast<LONG>(backbufferHeight))
        {
            rect.bottom = backbufferHeight;
        }

        mRenderer->endScene();

        result = device->StretchRect(oldRenderTarget, &rect, mRenderTarget, &rect, D3DTEXF_NONE);
        ASSERT(SUCCEEDED(result));

        oldRenderTarget->Release();
    }

    if (mWindow)
    {
        D3DPRESENT_PARAMETERS presentParameters = {0};
        presentParameters.AutoDepthStencilFormat = gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat);
        presentParameters.BackBufferCount = 1;
        presentParameters.BackBufferFormat = gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat);
        presentParameters.EnableAutoDepthStencil = FALSE;
        presentParameters.Flags = 0;
        presentParameters.hDeviceWindow = mWindow;
        presentParameters.MultiSampleQuality = 0;                  // FIXME: Unimplemented
        presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;   // FIXME: Unimplemented
        presentParameters.PresentationInterval = convertInterval(swapInterval);
        presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
        presentParameters.Windowed = TRUE;
        presentParameters.BackBufferWidth = backbufferWidth;
        presentParameters.BackBufferHeight = backbufferHeight;

        // http://crbug.com/140239
        // http://crbug.com/143434
        //
        // Some AMD/Intel switchable systems / drivers appear to round swap chain surfaces to a multiple of 64 pixels in width
        // when using the integrated Intel. This rounds the width up rather than down.
        //
        // Some non-switchable AMD GPUs / drivers do not respect the source rectangle to Present. Therefore, when the vendor ID
        // is not Intel, the back buffer width must be exactly the same width as the window or horizontal scaling will occur.
        if (mRenderer->getAdapterVendor() == VENDOR_ID_INTEL)
        {
            presentParameters.BackBufferWidth = (presentParameters.BackBufferWidth + 63) / 64 * 64;
        }

        result = device->CreateAdditionalSwapChain(&presentParameters, &mSwapChain);

        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL || result == D3DERR_DEVICELOST);

            ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
            release();

            if (d3d9::isDeviceLostError(result))
            {
                return EGL_CONTEXT_LOST;
            }
            else
            {
                return EGL_BAD_ALLOC;
            }
        }

        result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer);
        ASSERT(SUCCEEDED(result));
        InvalidateRect(mWindow, NULL, FALSE);
    }

    if (mDepthBufferFormat != GL_NONE)
    {
        result = device->CreateDepthStencilSurface(backbufferWidth, backbufferHeight,
                                                   gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat),
                                                   D3DMULTISAMPLE_NONE, 0, FALSE, &mDepthStencil, NULL);

        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL);

            ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
            release();

            if (d3d9::isDeviceLostError(result))
            {
                return EGL_CONTEXT_LOST;
            }
            else
            {
                return EGL_BAD_ALLOC;
            }
        }
    }

    mWidth = backbufferWidth;
    mHeight = backbufferHeight;
    mSwapInterval = swapInterval;

    return EGL_SUCCESS;
}
开发者ID:zanxi,项目名称:bitpop,代码行数:101,代码来源:SwapChain9.cpp

示例6: ASSERT

RenderTarget9::RenderTarget9(Renderer *renderer, GLsizei width, GLsizei height, GLenum internalFormat, GLsizei samples)
{
    mRenderer = Renderer9::makeRenderer9(renderer);
    mRenderTarget = NULL;

    D3DFORMAT renderFormat = gl_d3d9::GetRenderFormat(internalFormat, mRenderer);
    int supportedSamples = mRenderer->getNearestSupportedSamples(renderFormat, samples);

    if (supportedSamples == -1)
    {
        gl::error(GL_OUT_OF_MEMORY);

        return;
    }

    HRESULT result = D3DERR_INVALIDCALL;

    GLuint clientVersion = mRenderer->getCurrentClientVersion();

    if (width > 0 && height > 0)
    {
        IDirect3DDevice9 *device = mRenderer->getDevice();

        bool requiresInitialization = false;

        if (gl::GetDepthBits(internalFormat, clientVersion) > 0 ||
            gl::GetStencilBits(internalFormat, clientVersion) > 0)
        {
            result = device->CreateDepthStencilSurface(width, height, renderFormat,
                                                       gl_d3d9::GetMultisampleType(supportedSamples),
                                                       0, FALSE, &mRenderTarget, NULL);
        }
        else
        {
            requiresInitialization = gl_d3d9::RequiresTextureDataInitialization(internalFormat);

            result = device->CreateRenderTarget(width, height, renderFormat,
                                                gl_d3d9::GetMultisampleType(supportedSamples),
                                                0, FALSE, &mRenderTarget, NULL);
        }

        if (result == D3DERR_OUTOFVIDEOMEMORY ||
            result == E_INVALIDARG ||
            result == E_OUTOFMEMORY)
        {
            gl::error(GL_OUT_OF_MEMORY);

            return;
        }

        ASSERT(SUCCEEDED(result));

        if (requiresInitialization)
        {
            // This format requires that the data be initialized before the render target can be used
            // Unfortunately this requires a Get call on the d3d device but it is far better than having
            // to mark the render target as lockable and copy data to the gpu.
            IDirect3DSurface9 *prevRenderTarget = NULL;
            device->GetRenderTarget(0, &prevRenderTarget);
            device->SetRenderTarget(0, mRenderTarget);
            device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 255), 0.0f, 0);
            device->SetRenderTarget(0, prevRenderTarget);
        }
    }

    mWidth = width;
    mHeight = height;
    mDepth = 1;
    mInternalFormat = internalFormat;
    mSamples = supportedSamples;
    mActualFormat = d3d9_gl::GetInternalFormat(renderFormat);
}
开发者ID:MSOpenTech,项目名称:Spidermonkey,代码行数:72,代码来源:RenderTarget9.cpp

示例7: Release

bool Texture2D::Create()
{
    Release();

    if (!graphics_ || !width_ || !height_)
        return false;

    if (graphics_->IsDeviceLost())
    {
        ATOMIC_LOGWARNING("Texture creation while device is lost");
        return true;
    }

    unsigned pool = usage_ > TEXTURE_STATIC ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED;
    unsigned d3dUsage = 0;

    switch (usage_)
    {
    case TEXTURE_DYNAMIC:
        d3dUsage |= D3DUSAGE_DYNAMIC;
        break;
    case TEXTURE_RENDERTARGET:
        d3dUsage |= D3DUSAGE_RENDERTARGET;
        break;
    case TEXTURE_DEPTHSTENCIL:
        d3dUsage |= D3DUSAGE_DEPTHSTENCIL;
        break;
    default:
        break;
    }

    IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
    // If creating a depth-stencil texture, and it is not supported, create a depth-stencil surface instead
    if (usage_ == TEXTURE_DEPTHSTENCIL && !graphics_->GetImpl()->CheckFormatSupport((D3DFORMAT)format_, d3dUsage, D3DRTYPE_TEXTURE))
    {
        HRESULT hr = device->CreateDepthStencilSurface(
            (UINT)width_,
            (UINT)height_,
            (D3DFORMAT)format_,
            D3DMULTISAMPLE_NONE,
            0,
            FALSE,
            (IDirect3DSurface9**)&renderSurface_->surface_,
            0);
        if (FAILED(hr))
        {
            ATOMIC_SAFE_RELEASE(renderSurface_->surface_);
            ATOMIC_LOGD3DERROR("Could not create depth-stencil surface", hr);
            return false;
        }

        levels_ = 1;
    }
    else
    {
        HRESULT hr = graphics_->GetImpl()->GetDevice()->CreateTexture(
            (UINT)width_,
            (UINT)height_,
            requestedLevels_,
            d3dUsage,
            (D3DFORMAT)format_,
            (D3DPOOL)pool,
            (IDirect3DTexture9**)&object_,
            0);
        if (FAILED(hr))
        {
            ATOMIC_SAFE_RELEASE(object_.ptr_);
            ATOMIC_LOGD3DERROR("Could not create texture", hr);
            return false;
        }

        levels_ = ((IDirect3DTexture9*)object_.ptr_)->GetLevelCount();

        if (usage_ >= TEXTURE_RENDERTARGET)
        {
            hr = ((IDirect3DTexture9*)object_.ptr_)->GetSurfaceLevel(0, (IDirect3DSurface9**)&renderSurface_->surface_);
            if (FAILED(hr))
                ATOMIC_LOGD3DERROR("Could not get rendertarget surface", hr);
        }
    }

    return true;
}
开发者ID:EternalXY,项目名称:AtomicGameEngine,代码行数:83,代码来源:D3D9Texture2D.cpp

示例8: if

bool Texture2D::Create()
{
    Release();

    if (!graphics_ || !width_ || !height_)
        return false;

    if (graphics_->IsDeviceLost())
    {
        URHO3D_LOGWARNING("Texture creation while device is lost");
        return true;
    }

    if (multiSample_ > 1 && !autoResolve_)
    {
        URHO3D_LOGWARNING("Multisampled texture without autoresolve is not supported on Direct3D9");
        autoResolve_ = true;
    }

    GraphicsImpl* impl = graphics_->GetImpl();

    unsigned pool = usage_ > TEXTURE_STATIC ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED;
    unsigned d3dUsage = 0;

    switch (usage_)
    {
    case TEXTURE_DYNAMIC:
        d3dUsage |= D3DUSAGE_DYNAMIC;
        break;
    case TEXTURE_RENDERTARGET:
        d3dUsage |= D3DUSAGE_RENDERTARGET;
        if (requestedLevels_ != 1)
        {
            // Check mipmap autogeneration support
            if (impl->CheckFormatSupport((D3DFORMAT)format_, D3DUSAGE_AUTOGENMIPMAP, D3DRTYPE_TEXTURE))
            {
                requestedLevels_ = 0;
                d3dUsage |= D3DUSAGE_AUTOGENMIPMAP;
            }
            else
                requestedLevels_ = 1;
        }
        break;
    case TEXTURE_DEPTHSTENCIL:
        d3dUsage |= D3DUSAGE_DEPTHSTENCIL;
        // No mipmaps for depth-stencil textures
        requestedLevels_ = 1;
        break;
    default:
        break;
    }

    if (multiSample_ > 1)
    {
        // Fall back to non-multisampled if unsupported multisampling mode
        if (!impl->CheckMultiSampleSupport((D3DFORMAT)format_,  multiSample_))
        {
            multiSample_ = 1;
            autoResolve_ = false;
        }
    }

    IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
    // If creating a depth-stencil texture, and it is not supported, create a depth-stencil surface instead
    // Multisampled surfaces need also to be created this way
    if (usage_ == TEXTURE_DEPTHSTENCIL && (multiSample_ > 1 || !graphics_->GetImpl()->CheckFormatSupport((D3DFORMAT)format_, 
        d3dUsage, D3DRTYPE_TEXTURE)))
    {
        HRESULT hr = device->CreateDepthStencilSurface(
            (UINT)width_,
            (UINT)height_,
            (D3DFORMAT)format_,
            (multiSample_ > 1) ? (D3DMULTISAMPLE_TYPE)multiSample_ : D3DMULTISAMPLE_NONE,
            0,
            FALSE,
            (IDirect3DSurface9**)&renderSurface_->surface_,
            nullptr);
        if (FAILED(hr))
        {
            URHO3D_LOGD3DERROR("Could not create depth-stencil surface", hr);
            URHO3D_SAFE_RELEASE(renderSurface_->surface_);
            return false;
        }

        levels_ = 1;
    }
    else
    {
        HRESULT hr = graphics_->GetImpl()->GetDevice()->CreateTexture(
            (UINT)width_,
            (UINT)height_,
            requestedLevels_,
            d3dUsage,
            (D3DFORMAT)format_,
            (D3DPOOL)pool,
            (IDirect3DTexture9**)&object_,
            nullptr);
        if (FAILED(hr))
        {
            URHO3D_LOGD3DERROR("Could not create texture", hr);
//.........这里部分代码省略.........
开发者ID:tungsteen,项目名称:Urho3D,代码行数:101,代码来源:D3D9Texture2D.cpp

示例9: resetSwapChain

void Surface::resetSwapChain(int backbufferWidth, int backbufferHeight)
{
    IDirect3DDevice9 *device = mDisplay->getDevice();

    if (device == NULL)
    {
        return;
    }

    // Evict all non-render target textures to system memory and release all resources
    // before reallocating them to free up as much video memory as possible.
    device->EvictManagedResources();
    release();

    D3DPRESENT_PARAMETERS presentParameters = {0};
    HRESULT result;

    presentParameters.AutoDepthStencilFormat = mConfig->mDepthStencilFormat;
    presentParameters.BackBufferCount = 1;
    presentParameters.BackBufferFormat = mConfig->mRenderTargetFormat;
    presentParameters.EnableAutoDepthStencil = FALSE;
    presentParameters.Flags = 0;
    presentParameters.hDeviceWindow = getWindowHandle();
    presentParameters.MultiSampleQuality = 0;                  // FIXME: Unimplemented
    presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;   // FIXME: Unimplemented
    presentParameters.PresentationInterval = mPresentInterval;
    presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
    presentParameters.Windowed = TRUE;
    presentParameters.BackBufferWidth = backbufferWidth;
    presentParameters.BackBufferHeight = backbufferHeight;

    if (mWindow)
    {
        result = device->CreateAdditionalSwapChain(&presentParameters, &mSwapChain);
    } else {
        HANDLE *pShareHandle = NULL;
        if (mDisplay->isD3d9exDevice()) {
            pShareHandle = &mShareHandle;
        }

        result = device->CreateTexture(presentParameters.BackBufferWidth, presentParameters.BackBufferHeight, 1, D3DUSAGE_RENDERTARGET,
                                       presentParameters.BackBufferFormat, D3DPOOL_DEFAULT, &mOffscreenTexture, pShareHandle);
    }

    if (FAILED(result))
    {
        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);

        ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
        release();
        return error(EGL_BAD_ALLOC);
    }

    result = device->CreateDepthStencilSurface(presentParameters.BackBufferWidth, presentParameters.BackBufferHeight,
                                               presentParameters.AutoDepthStencilFormat, presentParameters.MultiSampleType,
                                               presentParameters.MultiSampleQuality, FALSE, &mDepthStencil, NULL);

    if (FAILED(result))
    {
        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);

        ERR("Could not create depthstencil surface for new swap chain: %08lX", result);
        release();
        return error(EGL_BAD_ALLOC);
    }

    if (mWindow) {
        mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mRenderTarget);
        InvalidateRect(mWindow, NULL, FALSE);
    } else {
        mOffscreenTexture->GetSurfaceLevel(0, &mRenderTarget);
    }

    mWidth = presentParameters.BackBufferWidth;
    mHeight = presentParameters.BackBufferHeight;

    mPresentIntervalDirty = false;
}
开发者ID:sahlberg,项目名称:timberwolf,代码行数:78,代码来源:Surface.cpp

示例10: resetSwapChain

bool Surface::resetSwapChain(int backbufferWidth, int backbufferHeight)
{
    IDirect3DDevice9 *device = mDisplay->getDevice();

    if (device == NULL)
    {
        return false;
    }

    // Evict all non-render target textures to system memory and release all resources
    // before reallocating them to free up as much video memory as possible.
    device->EvictManagedResources();
    release();

    D3DPRESENT_PARAMETERS presentParameters = {0};
    HRESULT result;

    bool useFlipEx = (LOWORD(GetVersion()) >= 0x61) && mDisplay->isD3d9ExDevice();

    // FlipEx causes unseemly stretching when resizing windows AND when one
    // draws outside of the WM_PAINT callback. While this is seldom a problem in
    // single process applications, it is particuarly noticeable in multiprocess
    // applications. Therefore, if the creator process of our window is not in
    // the current process, disable use of FlipEx.
    DWORD windowPID;
    GetWindowThreadProcessId(mWindow, &windowPID);
    if(windowPID != GetCurrentProcessId())
    useFlipEx = false;

    presentParameters.AutoDepthStencilFormat = mConfig->mDepthStencilFormat;
    // We set BackBufferCount = 1 even when we use D3DSWAPEFFECT_FLIPEX.
    // We do this because DirectX docs are a bit vague whether to set this to 1
    // or 2. The runtime seems to accept 1, so we speculate that either it is
    // forcing it to 2 without telling us, or better, doing something smart
    // behind the scenes knowing that we don't need more.
    presentParameters.BackBufferCount = 1;
    presentParameters.BackBufferFormat = mConfig->mRenderTargetFormat;
    presentParameters.EnableAutoDepthStencil = FALSE;
    presentParameters.Flags = 0;
    presentParameters.hDeviceWindow = getWindowHandle();
    presentParameters.MultiSampleQuality = 0;                  // FIXME: Unimplemented
    presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;   // FIXME: Unimplemented
    presentParameters.PresentationInterval = mPresentInterval;
    // Use flipEx on Win7 or greater.
    if(useFlipEx)
      presentParameters.SwapEffect = D3DSWAPEFFECT_FLIPEX;
    else
      presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
    presentParameters.Windowed = TRUE;
    presentParameters.BackBufferWidth = backbufferWidth;
    presentParameters.BackBufferHeight = backbufferHeight;

    if (mWindow)
    {
        result = device->CreateAdditionalSwapChain(&presentParameters, &mSwapChain);
    } else {
        HANDLE *pShareHandle = NULL;
        if (mDisplay->isD3d9ExDevice()) {
            pShareHandle = &mShareHandle;
        }

        result = device->CreateTexture(presentParameters.BackBufferWidth, presentParameters.BackBufferHeight, 1, D3DUSAGE_RENDERTARGET,
                                       presentParameters.BackBufferFormat, D3DPOOL_DEFAULT, &mOffscreenTexture, pShareHandle);
    }

    if (FAILED(result))
    {
        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);

        ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
        release();
        return error(EGL_BAD_ALLOC, false);
    }

    if (mConfig->mDepthStencilFormat != D3DFMT_UNKNOWN)
    {
        result = device->CreateDepthStencilSurface(presentParameters.BackBufferWidth, presentParameters.BackBufferHeight,
                                                   presentParameters.AutoDepthStencilFormat, presentParameters.MultiSampleType,
                                                   presentParameters.MultiSampleQuality, FALSE, &mDepthStencil, NULL);
    }

    if (FAILED(result))
    {
        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);

        ERR("Could not create depthstencil surface for new swap chain: %08lX", result);
        release();
        return error(EGL_BAD_ALLOC, false);
    }

    if (mWindow) {
        mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mRenderTarget);
        InvalidateRect(mWindow, NULL, FALSE);
    } else {
        mOffscreenTexture->GetSurfaceLevel(0, &mRenderTarget);
    }

    mWidth = presentParameters.BackBufferWidth;
    mHeight = presentParameters.BackBufferHeight;

//.........这里部分代码省略.........
开发者ID:Akin-Net,项目名称:mozilla-central,代码行数:101,代码来源:Surface.cpp

示例11: resetSwapChain

void Surface::resetSwapChain()
{
    IDirect3DDevice9 *device = mDisplay->getDevice();

    D3DPRESENT_PARAMETERS presentParameters = {0};

    presentParameters.AutoDepthStencilFormat = mConfig->mDepthStencilFormat;
    presentParameters.BackBufferCount = 1;
    presentParameters.BackBufferFormat = mConfig->mRenderTargetFormat;
    presentParameters.EnableAutoDepthStencil = FALSE;
    presentParameters.Flags = 0;
    presentParameters.hDeviceWindow = getWindowHandle();
    presentParameters.MultiSampleQuality = 0;                  // FIXME: Unimplemented
    presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;   // FIXME: Unimplemented
    presentParameters.PresentationInterval = Display::convertInterval(mConfig->mMinSwapInterval);
    presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
    presentParameters.Windowed = TRUE;

    RECT windowRect;
    if (!GetClientRect(getWindowHandle(), &windowRect))
    {
        ASSERT(false);
        return;
    }

    presentParameters.BackBufferWidth = windowRect.right - windowRect.left;
    presentParameters.BackBufferHeight = windowRect.bottom - windowRect.top;

    IDirect3DSwapChain9 *swapChain = NULL;
    HRESULT result = device->CreateAdditionalSwapChain(&presentParameters, &swapChain);

    if (FAILED(result))
    {
        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);

        ERR("Could not create additional swap chains: %08lX", result);
        return error(EGL_BAD_ALLOC);
    }

    IDirect3DSurface9 *depthStencilSurface = NULL;
    result = device->CreateDepthStencilSurface(presentParameters.BackBufferWidth, presentParameters.BackBufferHeight,
                                               presentParameters.AutoDepthStencilFormat, presentParameters.MultiSampleType,
                                               presentParameters.MultiSampleQuality, FALSE, &depthStencilSurface, NULL);

    if (FAILED(result))
    {
        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);

        swapChain->Release();

        ERR("Could not create depthstencil surface for new swap chain: %08lX", result);
        return error(EGL_BAD_ALLOC);
    }

    IDirect3DSurface9 *renderTarget = NULL;
    result = device->CreateRenderTarget(presentParameters.BackBufferWidth, presentParameters.BackBufferHeight, presentParameters.BackBufferFormat,
                                        presentParameters.MultiSampleType, presentParameters.MultiSampleQuality, FALSE, &renderTarget, NULL);

    if (FAILED(result))
    {
        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);

        swapChain->Release();
        depthStencilSurface->Release();

        ERR("Could not create render target surface for new swap chain: %08lX", result);
        return error(EGL_BAD_ALLOC);
    }

    ASSERT(SUCCEEDED(result));

    IDirect3DTexture9 *flipTexture = NULL;
    result = device->CreateTexture(presentParameters.BackBufferWidth, presentParameters.BackBufferHeight, 1, D3DUSAGE_RENDERTARGET,
                                   presentParameters.BackBufferFormat, D3DPOOL_DEFAULT, &flipTexture, NULL);

    if (FAILED(result))
    {
        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);

        swapChain->Release();
        depthStencilSurface->Release();
        renderTarget->Release();

        ERR("Could not create flip texture for new swap chain: %08lX", result);
        return error(EGL_BAD_ALLOC);
    }

    IDirect3DSurface9 *backBuffer = NULL;
    swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &backBuffer);

    if (mSwapChain) mSwapChain->Release();
    if (mDepthStencil) mDepthStencil->Release();
    if (mBackBuffer) mBackBuffer->Release();
    if (mRenderTarget) mRenderTarget->Release();
    if (mFlipTexture) mFlipTexture->Release();

    mWidth = presentParameters.BackBufferWidth;
    mHeight = presentParameters.BackBufferHeight;

    mSwapChain = swapChain;
//.........这里部分代码省略.........
开发者ID:achellies,项目名称:WinCEWebKit,代码行数:101,代码来源:Surface.cpp


注:本文中的IDirect3DDevice9::CreateDepthStencilSurface方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。