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Engine directory for ticket #1
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Engine/source/gfx/gfxAdapter.h
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Engine/source/gfx/gfxAdapter.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXADAPTER_H_
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#define _GFXADAPTER_H_
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#ifndef _GFXSTRUCTS_H_
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#include "gfx/gfxStructs.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _UTIL_DELEGATE_H_
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#include "core/util/delegate.h"
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#endif
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struct GFXAdapter
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{
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public:
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typedef Delegate<GFXDevice* (U32 adapterIndex)> CreateDeviceInstanceDelegate;
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enum
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{
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MaxAdapterNameLen = 512,
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};
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char mName[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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/// Supported shader model. 0.f means none supported.
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F32 mShaderModel;
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const char * getName() const { return mName; }
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GFXAdapterType mType;
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U32 mIndex;
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CreateDeviceInstanceDelegate mCreateDeviceInstanceDelegate;
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GFXAdapter()
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{
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VECTOR_SET_ASSOCIATION( mAvailableModes );
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mName[0] = 0;
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mShaderModel = 0.f;
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mIndex = 0;
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}
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~GFXAdapter()
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{
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mAvailableModes.clear();
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}
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private:
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// Disallow copying to prevent mucking with our data above.
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GFXAdapter(const GFXAdapter&);
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};
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#endif // _GFXADAPTER_H_
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