Torque3D/Engine/source/gfx/gfxAdapter.h
2020-05-11 15:00:25 -05:00

98 lines
2.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _GFXADAPTER_H_
#define _GFXADAPTER_H_
#ifndef _GFXSTRUCTS_H_
#include "gfx/gfxStructs.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _UTIL_DELEGATE_H_
#include "core/util/delegate.h"
#endif
struct GFXAdapterLUID
{
unsigned long LowPart;
long HighPart;
};
struct GFXAdapter
{
public:
typedef Delegate<GFXDevice* (U32 adapterIndex)> CreateDeviceInstanceDelegate;
enum
{
MaxAdapterNameLen = 512,
};
char mName[MaxAdapterNameLen];
/// The name of the display output device for the adapter, if any.
/// For example under Windows, this could be: \\.\DISPLAY1
char mOutputName[MaxAdapterNameLen];
/// List of available full-screen modes. Windows can be any size,
/// so we do not enumerate them here.
Vector<GFXVideoMode> mAvailableModes;
/// Supported shader model. 0.f means none supported.
F32 mShaderModel;
/// LUID for windows oculus support
GFXAdapterLUID mLUID;
const char * getName() const { return mName; }
const char * getOutputName() const { return mOutputName; }
GFXAdapterType mType;
U32 mIndex;
CreateDeviceInstanceDelegate mCreateDeviceInstanceDelegate;
GFXAdapter()
{
VECTOR_SET_ASSOCIATION( mAvailableModes );
mName[0] = 0;
mOutputName[0] = 0;
mShaderModel = 0.f;
mIndex = 0;
dMemset(&mLUID, '\0', sizeof(mLUID));
mType = GFXAdapterType::NullDevice;
}
~GFXAdapter()
{
mAvailableModes.clear();
}
private:
// Disallow copying to prevent mucking with our data above.
GFXAdapter(const GFXAdapter&);
};
#endif // _GFXADAPTER_H_