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.
This commit is contained in:
DavidWyand-GG 2013-04-09 12:50:17 -04:00
parent 1ed1a41256
commit 0d77cdc270
18 changed files with 282 additions and 45 deletions

View file

@ -51,11 +51,10 @@ bool PlatformVideoInfo::profileAdapters()
// Query the number of adapters
String tempString;
mAdapters.increment( 1 );
//if( !_queryProperty( PVI_NumAdapters, 0, &tempString ) )
// return false;
if( !_queryProperty( PVI_NumAdapters, 0, &tempString ) )
return false;
//mAdapters.increment( dAtoi( tempString ) );
mAdapters.increment( dAtoi( tempString ) );
U32 adapterNum = 0;
for( Vector<PVIAdapter>::iterator itr = mAdapters.begin(); itr != mAdapters.end(); itr++ )
@ -85,6 +84,8 @@ bool PlatformVideoInfo::profileAdapters()
#undef _QUERY_MASK_HELPER
// Test flags here for success
++adapterNum;
}
return true;