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GFX now handles non-default adapters
The GFX (DirectX) pipeline did not respect the choice of adapter and always went for the default one. Normally this isn't an issue unless you wish to target a particular adapter and display device combination. This has been corrected. The GFX initialize functions now attempt to find the best adapter that matches a given display device (i.e. monitor) if one has been passed in. To aid with choosing a display device some new monitor enumeration methods have been added to the platform window manager. These methods have been exposed to the Canvas.
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1ed1a41256
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18 changed files with 282 additions and 45 deletions
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@ -43,9 +43,10 @@ U32 GFXD3D9TextureObject::mTexCount = 0;
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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GFXD3D9TextureManager::GFXD3D9TextureManager( LPDIRECT3DDEVICE9 d3ddevice )
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GFXD3D9TextureManager::GFXD3D9TextureManager( LPDIRECT3DDEVICE9 d3ddevice, U32 adapterIndex )
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{
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mD3DDevice = d3ddevice;
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mAdapterIndex = adapterIndex;
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dMemset( mCurTexSet, 0, sizeof( mCurTexSet ) );
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mD3DDevice->GetDeviceCaps(&mDeviceCaps);
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}
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@ -183,7 +184,7 @@ void GFXD3D9TextureManager::_innerCreateTexture( GFXD3D9TextureObject *retTex,
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mslevel = antialiasLevel;
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#ifdef TORQUE_DEBUG
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DWORD MaxSampleQualities;
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d3d->getD3D()->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3dTextureFormat, FALSE, D3DMULTISAMPLE_NONMASKABLE, &MaxSampleQualities);
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d3d->getD3D()->CheckDeviceMultiSampleType(mAdapterIndex, D3DDEVTYPE_HAL, d3dTextureFormat, FALSE, D3DMULTISAMPLE_NONMASKABLE, &MaxSampleQualities);
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AssertFatal(mslevel < MaxSampleQualities, "Invalid AA level!");
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#endif
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}
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