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

本文整理汇总了C++中IDirect3DDevice9::EvictManagedResources方法的典型用法代码示例。如果您正苦于以下问题:C++ IDirect3DDevice9::EvictManagedResources方法的具体用法?C++ IDirect3DDevice9::EvictManagedResources怎么用?C++ IDirect3DDevice9::EvictManagedResources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::EvictManagedResources方法的3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: 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2: ERR

EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
{
    IDirect3DDevice9 *device = mRenderer->getDevice();

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

    // 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();

    HRESULT result;

    // Release specific resources to free up memory for the new render target, while the
    // old render target still exists for the purpose of preserving its contents.
    if (mSwapChain)
    {
        mSwapChain->Release();
        mSwapChain = NULL;
    }

    if (mBackBuffer)
    {
        mBackBuffer->Release();
        mBackBuffer = NULL;
    }

    if (mOffscreenTexture)
    {
        mOffscreenTexture->Release();
        mOffscreenTexture = NULL;
    }

    if (mDepthStencil)
    {
        mDepthStencil->Release();
        mDepthStencil = NULL;
    }

    HANDLE *pShareHandle = NULL;
    if (!mWindow && mRenderer->getShareHandleSupport())
    {
        pShareHandle = &mShareHandle;
    }

    result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET,
                                   gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat), D3DPOOL_DEFAULT,
                                   &mOffscreenTexture, pShareHandle);
    if (FAILED(result))
    {
        ERR("Could not create offscreen texture: %08lX", result);
        release();

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

    IDirect3DSurface9 *oldRenderTarget = mRenderTarget;

    result = mOffscreenTexture->GetSurfaceLevel(0, &mRenderTarget);
    ASSERT(SUCCEEDED(result));

    if (oldRenderTarget)
    {
        RECT rect =
        {
            0, 0,
            mWidth, mHeight
        };

        if (rect.right > static_cast<LONG>(backbufferWidth))
        {
            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);
//.........这里部分代码省略.........
开发者ID:zanxi,项目名称:bitpop,代码行数:101,代码来源:SwapChain9.cpp

示例3: 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


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