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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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18 changed files with 282 additions and 45 deletions
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@ -248,7 +248,7 @@ void GFXPCD3D9TextureTarget::activate()
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"GFXPCD3D9TextureTarget::activate() - Failed to get surface description!");
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D3DFORMAT depthFormat = desc.Format;
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HRESULT hr = mDevice->getD3D()->CheckDepthStencilMatch( D3DADAPTER_DEFAULT,
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HRESULT hr = mDevice->getD3D()->CheckDepthStencilMatch( mDevice->getAdaterIndex(),
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D3DDEVTYPE_HAL,
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mDevice->mDisplayMode.Format,
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renderFormat,
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@ -542,7 +542,7 @@ void GFXPCD3D9WindowTarget::activate()
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"GFXPCD3D9TextureTarget::activate() - Failed to get surface description!");
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D3DFORMAT depthFormat = desc.Format;
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HRESULT hr = mDevice->getD3D()->CheckDepthStencilMatch( D3DADAPTER_DEFAULT,
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HRESULT hr = mDevice->getD3D()->CheckDepthStencilMatch( mDevice->getAdaterIndex(),
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D3DDEVTYPE_HAL,
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mDevice->mDisplayMode.Format,
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renderFormat,
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