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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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@ -47,6 +47,10 @@ public:
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char mName[MaxAdapterNameLen];
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/// The name of the display output device for the adapter, if any.
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/// For example under Windows, this could be: \\.\DISPLAY1
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char mOutputName[MaxAdapterNameLen];
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/// List of available full-screen modes. Windows can be any size,
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/// so we do not enumerate them here.
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Vector<GFXVideoMode> mAvailableModes;
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@ -55,6 +59,7 @@ public:
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F32 mShaderModel;
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const char * getName() const { return mName; }
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const char * getOutputName() const { return mOutputName; }
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GFXAdapterType mType;
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U32 mIndex;
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CreateDeviceInstanceDelegate mCreateDeviceInstanceDelegate;
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@ -64,6 +69,7 @@ public:
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VECTOR_SET_ASSOCIATION( mAvailableModes );
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mName[0] = 0;
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mOutputName[0] = 0;
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mShaderModel = 0.f;
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mIndex = 0;
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}
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