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OpenTaiko/FDK19/コード/01.フレームワーク/Rendering/GraphicsDeviceManager.cs
Mr-Ojii c6d1b8f443
Remove dependency on SlimDX (#140)
* Use the using directive for SlimDX namespace

* Remove dependency on SlimDX

* Remove dependency on SlimDX
2022-02-08 16:23:41 +01:00

718 lines
26 KiB
C#

/*
* Copyright (c) 2007-2009 SlimDX Group
*
* 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.
*/
using System;
using System.ComponentModel;
using System.Drawing;
using System.Text;
using System.Threading;
using System.Windows.Forms;
using SharpDX;
using SharpDX.Direct3D9;
using System.Diagnostics;
using Rectangle = System.Drawing.Rectangle;
namespace SampleFramework
{
/// <summary>
/// Handles the configuration and management of the graphics device.
/// </summary>
public class GraphicsDeviceManager : IDisposable
{
Game game;
bool ignoreSizeChanges;
bool deviceLost;
// bool doNotStoreBufferSize;
// bool renderingOccluded;
int fullscreenWindowWidth;
int fullscreenWindowHeight;
int windowedWindowWidth;
int windowedWindowHeight;
WINDOWPLACEMENT windowedPlacement;
long windowedStyle;
bool savedTopmost;
#if TEST_Direct3D9Ex
internal static Direct3DEx Direct3D9Object // yyagi
#else
internal static Direct3D Direct3D9Object
#endif
{
get;
private set;
}
public DeviceSettings CurrentSettings
{
get;
private set;
}
public bool IsWindowed
{
get { return CurrentSettings.Windowed; }
}
public int ScreenWidth
{
get { return CurrentSettings.BackBufferWidth; }
}
public int ScreenHeight
{
get { return CurrentSettings.BackBufferHeight; }
}
public Size ScreenSize
{
get { return new Size(CurrentSettings.BackBufferWidth, CurrentSettings.BackBufferHeight); }
}
public Direct3D9Manager Direct3D9
{
get;
private set;
}
public string DeviceStatistics
{
get;
private set;
}
public string DeviceInformation
{
get;
private set;
}
public GraphicsDeviceManager( Game game )
{
if( game == null )
throw new ArgumentNullException( "game" );
this.game = game;
game.Window.ScreenChanged += Window_ScreenChanged;
game.Window.UserResized += Window_UserResized;
game.FrameStart += game_FrameStart;
game.FrameEnd += game_FrameEnd;
Direct3D9 = new Direct3D9Manager( this );
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
public void ChangeDevice( DeviceSettings settings, DeviceSettings minimumSettings )
{
if( settings == null )
throw new ArgumentNullException( "settings" );
Enumeration9.MinimumSettings = minimumSettings;
DeviceSettings validSettings = DeviceSettings.FindValidSettings( settings );
var pp = validSettings.Direct3D9.PresentParameters;
pp.DeviceWindowHandle = game.Window.Handle;
validSettings.Direct3D9.PresentParameters = pp;
CreateDevice( validSettings );
}
public void ChangeDevice(bool windowed, int desiredWidth, int desiredHeight)
{
DeviceSettings desiredSettings = new DeviceSettings();
desiredSettings.Windowed = windowed;
desiredSettings.BackBufferWidth = desiredWidth;
desiredSettings.BackBufferHeight = desiredHeight;
ChangeDevice(desiredSettings, null);
}
public void ChangeDevice(DeviceSettings settings)
{
ChangeDevice(settings, null);
}
public void ToggleFullScreen()
{
if (!EnsureDevice())
throw new InvalidOperationException("No valid device.");
DeviceSettings newSettings = CurrentSettings.Clone();
newSettings.Windowed = !newSettings.Windowed;
int width = newSettings.Windowed ? windowedWindowWidth : fullscreenWindowWidth;
int height = newSettings.Windowed ? windowedWindowHeight : fullscreenWindowHeight;
newSettings.BackBufferWidth = width;
newSettings.BackBufferHeight = height;
ChangeDevice(newSettings);
}
public bool EnsureDevice()
{
if (Direct3D9.Device != null && !deviceLost)
return true;
return false;
}
protected virtual void Dispose( bool disposing )
{
if( this.bDisposed )
return;
this.bDisposed = true;
if( disposing )
ReleaseDevice();
}
private bool bDisposed = false;
void CreateDevice(DeviceSettings settings)
{
DeviceSettings oldSettings = CurrentSettings;
CurrentSettings = settings;
ignoreSizeChanges = true;
bool keepCurrentWindowSize = false;
if (settings.BackBufferWidth == 0 && settings.BackBufferHeight == 0)
keepCurrentWindowSize = true;
// handle the window state in Direct3D9 (it will be handled for us in DXGI)
// check if we are going to windowed or fullscreen mode
if( settings.Windowed )
{
if( oldSettings != null && !oldSettings.Windowed )
NativeMethods.SetWindowLong( game.Window.Handle, WindowConstants.GWL_STYLE, (uint) windowedStyle );
}
else
{
if( oldSettings == null || oldSettings.Windowed )
{
savedTopmost = game.Window.TopMost;
long style = NativeMethods.GetWindowLong( game.Window.Handle, WindowConstants.GWL_STYLE );
style &= ~WindowConstants.WS_MAXIMIZE & ~WindowConstants.WS_MINIMIZE;
windowedStyle = style;
windowedPlacement = new WINDOWPLACEMENT();
windowedPlacement.length = WINDOWPLACEMENT.Length;
NativeMethods.GetWindowPlacement( game.Window.Handle, ref windowedPlacement );
}
// hide the window until we are done messing with it
game.Window.Hide();
NativeMethods.SetWindowLong( game.Window.Handle, WindowConstants.GWL_STYLE, (uint) ( WindowConstants.WS_POPUP | WindowConstants.WS_SYSMENU ) );
WINDOWPLACEMENT placement = new WINDOWPLACEMENT();
placement.length = WINDOWPLACEMENT.Length;
NativeMethods.GetWindowPlacement( game.Window.Handle, ref placement );
// check if we are in the middle of a restore
if( ( placement.flags & WindowConstants.WPF_RESTORETOMAXIMIZED ) != 0 )
{
// update the flags to avoid sizing issues
placement.flags &= ~WindowConstants.WPF_RESTORETOMAXIMIZED;
placement.showCmd = WindowConstants.SW_RESTORE;
NativeMethods.SetWindowPlacement( game.Window.Handle, ref placement );
}
}
if (settings.Windowed)
{
if (oldSettings != null && !oldSettings.Windowed)
{
fullscreenWindowWidth = oldSettings.BackBufferWidth;
fullscreenWindowHeight = oldSettings.BackBufferHeight;
}
}
else
{
if (oldSettings != null && oldSettings.Windowed)
{
windowedWindowWidth = oldSettings.BackBufferWidth;
windowedWindowHeight = oldSettings.BackBufferHeight;
}
}
// check if the device can be reset, or if we need to completely recreate it
Result result = ResultCode.Success;
bool canReset = CanDeviceBeReset(oldSettings, settings);
if (canReset)
result = ResetDevice();
if (result == ResultCode.DeviceLost)
deviceLost = true;
else if (!canReset || result.Failure)
{
if (oldSettings != null)
ReleaseDevice();
InitializeDevice();
}
UpdateDeviceInformation();
// check if we changed from fullscreen to windowed mode
if (oldSettings != null && !oldSettings.Windowed && settings.Windowed)
{
NativeMethods.SetWindowPlacement(game.Window.Handle, ref windowedPlacement);
game.Window.TopMost = savedTopmost;
}
// check if we need to resize
if (settings.Windowed && !keepCurrentWindowSize)
{
int width;
int height;
if (NativeMethods.IsIconic(game.Window.Handle))
{
WINDOWPLACEMENT placement = new WINDOWPLACEMENT();
placement.length = WINDOWPLACEMENT.Length;
NativeMethods.GetWindowPlacement(game.Window.Handle, ref placement);
// check if we are being restored
if ((placement.flags & WindowConstants.WPF_RESTORETOMAXIMIZED) != 0 && placement.showCmd == WindowConstants.SW_SHOWMINIMIZED)
{
NativeMethods.ShowWindow(game.Window.Handle, WindowConstants.SW_RESTORE);
Rectangle rect = NativeMethods.GetClientRectangle(game.Window.Handle);
width = rect.Width;
height = rect.Height;
NativeMethods.ShowWindow(game.Window.Handle, WindowConstants.SW_MINIMIZE);
}
else
{
NativeRectangle frame = new NativeRectangle();
NativeMethods.AdjustWindowRect(ref frame, (uint)windowedStyle, false);
int frameWidth = frame.right - frame.left;
int frameHeight = frame.bottom - frame.top;
width = placement.rcNormalPosition.right - placement.rcNormalPosition.left - frameWidth;
height = placement.rcNormalPosition.bottom - placement.rcNormalPosition.top - frameHeight;
}
}
else
{
Rectangle rect = NativeMethods.GetClientRectangle(game.Window.Handle);
width = rect.Width;
height = rect.Height;
}
// check if we have a different desired size
if (width != settings.BackBufferWidth ||
height != settings.BackBufferHeight)
{
if (NativeMethods.IsIconic(game.Window.Handle))
NativeMethods.ShowWindow(game.Window.Handle, WindowConstants.SW_RESTORE);
if (NativeMethods.IsZoomed(game.Window.Handle))
NativeMethods.ShowWindow(game.Window.Handle, WindowConstants.SW_RESTORE);
NativeRectangle rect = new NativeRectangle();
rect.right = settings.BackBufferWidth;
rect.bottom = settings.BackBufferHeight;
NativeMethods.AdjustWindowRect(ref rect,
NativeMethods.GetWindowLong(game.Window.Handle, WindowConstants.GWL_STYLE), false);
NativeMethods.SetWindowPos(game.Window.Handle, IntPtr.Zero, 0, 0, rect.right - rect.left,
rect.bottom - rect.top, WindowConstants.SWP_NOZORDER | WindowConstants.SWP_NOMOVE);
Rectangle r = NativeMethods.GetClientRectangle(game.Window.Handle);
int clientWidth = r.Width;
int clientHeight = r.Height;
// check if the size was modified by Windows
if (clientWidth != settings.BackBufferWidth ||
clientHeight != settings.BackBufferHeight)
{
DeviceSettings newSettings = CurrentSettings.Clone();
newSettings.BackBufferWidth = 0;
newSettings.BackBufferHeight = 0;
if (newSettings.Direct3D9 != null)
{
var pp = newSettings.Direct3D9.PresentParameters;
pp.BackBufferWidth = GameWindowSize.Width; // #23510 2010.10.31 add yyagi: to avoid setting BackBufferSize=ClientSize
pp.BackBufferHeight = GameWindowSize.Height; // #23510 2010.10.31 add yyagi: to avoid setting BackBufferSize=ClientSize
newSettings.Direct3D9.PresentParameters = pp;
}
CreateDevice(newSettings);
}
}
}
// if the window is still hidden, make sure it is shown
if (!game.Window.Visible)
NativeMethods.ShowWindow(game.Window.Handle, WindowConstants.SW_SHOW);
// set the execution state of the thread
if (!IsWindowed)
NativeMethods.SetThreadExecutionState(WindowConstants.ES_DISPLAY_REQUIRED | WindowConstants.ES_CONTINUOUS);
else
NativeMethods.SetThreadExecutionState(WindowConstants.ES_CONTINUOUS);
ignoreSizeChanges = false;
}
void Window_UserResized( object sender, EventArgs e )
{
if( ignoreSizeChanges || !EnsureDevice() || ( !IsWindowed ) )
return;
DeviceSettings newSettings = CurrentSettings.Clone();
Rectangle rect = NativeMethods.GetClientRectangle( game.Window.Handle );
if( rect.Width != newSettings.BackBufferWidth || rect.Height != newSettings.BackBufferHeight )
{
newSettings.BackBufferWidth = 0;
newSettings.BackBufferHeight = 0;
var pp = newSettings.Direct3D9.PresentParameters;
pp.BackBufferWidth = GameWindowSize.Width; // #23510 2010.10.31 add yyagi: to avoid setting BackBufferSize=ClientSize
pp.BackBufferHeight = GameWindowSize.Height; // #23510 2010.10.31 add yyagi: to avoid setting BackBufferSize=ClientSize
newSettings.Direct3D9.PresentParameters = pp;
CreateDevice( newSettings );
}
}
void Window_ScreenChanged( object sender, EventArgs e )
{
if( !EnsureDevice() || !CurrentSettings.Windowed || ignoreSizeChanges )
return;
IntPtr windowMonitor = NativeMethods.MonitorFromWindow( game.Window.Handle, WindowConstants.MONITOR_DEFAULTTOPRIMARY );
DeviceSettings newSettings = CurrentSettings.Clone();
int adapterOrdinal = GetAdapterOrdinal( windowMonitor );
if( adapterOrdinal == -1 )
return;
newSettings.Direct3D9.AdapterOrdinal = adapterOrdinal;
newSettings.BackBufferWidth = 0; // #23510 2010.11.1 add yyagi to avoid to reset to 640x480 for the first time in XP.
newSettings.BackBufferHeight = 0; //
var pp = newSettings.Direct3D9.PresentParameters;
pp.BackBufferWidth = GameWindowSize.Width; // #23510 2010.10.31 add yyagi: to avoid setting BackBufferSize=ClientSize
pp.BackBufferHeight = GameWindowSize.Height; // #23510 2010.10.31 add yyagi: to avoid setting BackBufferSize=ClientSize
newSettings.Direct3D9.PresentParameters = pp;
CreateDevice(newSettings);
}
void game_FrameEnd( object sender, EventArgs e )
{
Result result = ResultCode.Success;
try
{
Direct3D9.Device.Present();
}
catch // #23842 2011.1.6 yyagi: catch D3D9Exception to avoid unexpected termination by changing VSyncWait in fullscreen.
{
deviceLost = true;
}
if( result == ResultCode.DeviceLost )
deviceLost = true;
}
void game_FrameStart(object sender, CancelEventArgs e)
{
if (Direct3D9.Device == null )
{
e.Cancel = true;
return;
}
// if (!game.IsActive || deviceLost) // #23568 2010.11.3 yyagi: separate conditions to support valiable sleep value when !IsActive.
if (deviceLost)
Thread.Sleep(50);
else if (!game.IsActive && !this.CurrentSettings.EnableVSync) // #23568 2010.11.4 yyagi: Don't add sleep() while VSync is enabled.
Thread.Sleep(this.game.InactiveSleepTime.Milliseconds);
if (deviceLost)
{
Result result = Direct3D9.Device.TestCooperativeLevel();
if (result == ResultCode.DeviceLost)
{
e.Cancel = true;
return;
}
// if we are windowed, check the adapter format to see if the user
// changed the desktop format, causing a lost device
if (IsWindowed)
{
DisplayMode displayMode = GraphicsDeviceManager.Direct3D9Object.GetAdapterDisplayMode(CurrentSettings.Direct3D9.AdapterOrdinal);
if (CurrentSettings.Direct3D9.AdapterFormat != displayMode.Format)
{
DeviceSettings newSettings = CurrentSettings.Clone();
ChangeDevice(newSettings);
e.Cancel = true;
return;
}
}
result = ResetDevice();
if (result.Failure)
{
e.Cancel = true;
return;
}
}
deviceLost = false;
}
bool CanDeviceBeReset( DeviceSettings oldSettings, DeviceSettings newSettings )
{
if( oldSettings == null )
return false;
return Direct3D9.Device != null &&
oldSettings.Direct3D9.AdapterOrdinal == newSettings.Direct3D9.AdapterOrdinal &&
oldSettings.Direct3D9.DeviceType == newSettings.Direct3D9.DeviceType &&
oldSettings.Direct3D9.CreationFlags == newSettings.Direct3D9.CreationFlags;
}
void InitializeDevice()
{
try
{
EnsureD3D9();
#if TEST_Direct3D9Ex
// 2011.4.26 yyagi
// Direct3D9.DeviceExを呼ぶ際(IDirect3D9Ex::CreateDeviceExを呼ぶ際)、
// フルスクリーンモードで初期化する場合はDisplayModeEx(D3DDISPLAYMODEEX *pFullscreenDisplayMode)に
// 適切な値を設定する必要あり。
// 一方、ウインドウモードで初期化する場合は、D3DDISPLAYMODEEXをNULLにする必要があるが、
// DisplayModeExがNULL不可と定義されているため、DeviceExのoverloadの中でDisplayModeExを引数に取らないものを
// 使う。(DeviceEx側でD3DDISPLAYMODEEXをNULLにしてくれる)
// 結局、DeviceExの呼び出しの際に、フルスクリーンかどうかで場合分けが必要となる。
if ( CurrentSettings.Direct3D9.PresentParameters.Windowed == false )
{
DisplayModeEx fullScreenDisplayMode = new DisplayModeEx();
fullScreenDisplayMode.Width = CurrentSettings.Direct3D9.PresentParameters.BackBufferWidth;
fullScreenDisplayMode.Height = CurrentSettings.Direct3D9.PresentParameters.BackBufferHeight;
fullScreenDisplayMode.RefreshRate = CurrentSettings.Direct3D9.PresentParameters.FullScreenRefreshRateInHertz;
fullScreenDisplayMode.Format = CurrentSettings.Direct3D9.PresentParameters.BackBufferFormat;
Direct3D9.Device = new SlimDX.Direct3D9.DeviceEx( Direct3D9Object, CurrentSettings.Direct3D9.AdapterOrdinal,
CurrentSettings.Direct3D9.DeviceType, game.Window.Handle,
CurrentSettings.Direct3D9.CreationFlags, CurrentSettings.Direct3D9.PresentParameters, fullScreenDisplayMode );
}
else
{
Direct3D9.Device = new SlimDX.Direct3D9.DeviceEx( Direct3D9Object, CurrentSettings.Direct3D9.AdapterOrdinal,
CurrentSettings.Direct3D9.DeviceType, game.Window.Handle,
CurrentSettings.Direct3D9.CreationFlags, CurrentSettings.Direct3D9.PresentParameters );
}
Direct3D9.Device.MaximumFrameLatency = 1;
#else
Direct3D9.Device = new Device(
Direct3D9Object,
CurrentSettings.Direct3D9.AdapterOrdinal,
CurrentSettings.Direct3D9.DeviceType,
game.Window.Handle,
CurrentSettings.Direct3D9.CreationFlags,
CurrentSettings.Direct3D9.PresentParameters);
#endif
if ( Result.GetResultFromWin32Error(System.Runtime.InteropServices.Marshal.GetLastWin32Error()) == ResultCode.DeviceLost )
{
deviceLost = true;
return;
}
#if TEST_Direct3D9Ex
Direct3D9.Device.MaximumFrameLatency = 1; // yyagi
#endif
}
catch( Exception e )
{
throw new DeviceCreationException( "Could not create graphics device.", e );
}
PropogateSettings();
UpdateDeviceStats();
game.Initialize();
game.LoadContent();
}
Result ResetDevice()
{
game.UnloadContent();
Direct3D9.Device.Reset(CurrentSettings.Direct3D9.PresentParameters);
var result = Result.GetResultFromWin32Error(System.Runtime.InteropServices.Marshal.GetLastWin32Error());
if (result == ResultCode.DeviceLost)
return result;
PropogateSettings();
UpdateDeviceStats();
game.LoadContent();
return result;
}
void ReleaseDevice()
{
ReleaseDevice9();
}
void ReleaseDevice9()
{
if (Direct3D9.Device == null)
return;
if (game != null)
{
game.UnloadContent();
game.Dispose(true);
}
try
{
Direct3D9.Device.Dispose();
}
catch( ObjectDisposedException e )
{
// 時々発生するのでキャッチしておく。
Trace.TraceError( e.ToString() );
Trace.TraceError( "例外が発生しましたが処理を継続します。 (fc0b6e70-181e-410f-b47f-5490ca4ce0c3)" );
}
Direct3D9Object.Dispose();
Direct3D9Object = null;
Direct3D9.Device = null;
}
void PropogateSettings()
{
CurrentSettings.BackBufferCount = CurrentSettings.Direct3D9.PresentParameters.BackBufferCount;
CurrentSettings.BackBufferWidth = CurrentSettings.Direct3D9.PresentParameters.BackBufferWidth;
CurrentSettings.BackBufferHeight = CurrentSettings.Direct3D9.PresentParameters.BackBufferHeight;
CurrentSettings.BackBufferFormat = CurrentSettings.Direct3D9.PresentParameters.BackBufferFormat;
CurrentSettings.DepthStencilFormat = CurrentSettings.Direct3D9.PresentParameters.AutoDepthStencilFormat;
CurrentSettings.DeviceType = CurrentSettings.Direct3D9.DeviceType;
CurrentSettings.MultisampleQuality = CurrentSettings.Direct3D9.PresentParameters.MultiSampleQuality;
CurrentSettings.MultisampleType = CurrentSettings.Direct3D9.PresentParameters.MultiSampleType;
CurrentSettings.RefreshRate = CurrentSettings.Direct3D9.PresentParameters.FullScreenRefreshRateInHz;
CurrentSettings.Windowed = CurrentSettings.Direct3D9.PresentParameters.Windowed;
}
void UpdateDeviceInformation()
{
StringBuilder builder = new StringBuilder();
if( CurrentSettings.Direct3D9.DeviceType == DeviceType.Hardware )
builder.Append( "HAL" );
else if( CurrentSettings.Direct3D9.DeviceType == DeviceType.Reference )
builder.Append( "REF" );
else if( CurrentSettings.Direct3D9.DeviceType == DeviceType.Software )
builder.Append( "SW" );
if( ( CurrentSettings.Direct3D9.CreationFlags & CreateFlags.HardwareVertexProcessing ) != 0 )
if( CurrentSettings.Direct3D9.DeviceType == DeviceType.Hardware )
builder.Append( " (hw vp)" );
else
builder.Append( " (simulated hw vp)" );
else if( ( CurrentSettings.Direct3D9.CreationFlags & CreateFlags.MixedVertexProcessing ) != 0 )
if( CurrentSettings.Direct3D9.DeviceType == DeviceType.Hardware )
builder.Append( " (mixed vp)" );
else
builder.Append( " (simulated mixed vp)" );
else
builder.Append( " (sw vp)" );
if( CurrentSettings.Direct3D9.DeviceType == DeviceType.Hardware )
{
// loop through each adapter until we find the right one
foreach( AdapterInfo9 adapterInfo in Enumeration9.Adapters )
{
if( adapterInfo.AdapterOrdinal == CurrentSettings.Direct3D9.AdapterOrdinal )
{
builder.AppendFormat( ": {0}", adapterInfo.Description );
break;
}
}
}
DeviceInformation = builder.ToString();
}
void UpdateDeviceStats()
{
StringBuilder builder = new StringBuilder();
builder.Append( "D3D9 Vsync " );
if( CurrentSettings.Direct3D9.PresentParameters.PresentationInterval == PresentInterval.Immediate )
builder.Append( "off" );
else
builder.Append( "on" );
builder.AppendFormat( " ({0}x{1}), ", CurrentSettings.Direct3D9.PresentParameters.BackBufferWidth, CurrentSettings.Direct3D9.PresentParameters.BackBufferHeight );
if( CurrentSettings.Direct3D9.AdapterFormat == CurrentSettings.Direct3D9.PresentParameters.BackBufferFormat )
builder.Append( Enum.GetName( typeof( Format ), CurrentSettings.Direct3D9.AdapterFormat ) );
else
builder.AppendFormat( "backbuf {0}, adapter {1}",
Enum.GetName( typeof( Format ), CurrentSettings.Direct3D9.AdapterFormat ),
Enum.GetName( typeof( Format ), CurrentSettings.Direct3D9.PresentParameters.BackBufferFormat ) );
builder.AppendFormat( " ({0})", Enum.GetName( typeof( Format ), CurrentSettings.Direct3D9.PresentParameters.AutoDepthStencilFormat ) );
if( CurrentSettings.Direct3D9.PresentParameters.MultiSampleType == MultisampleType.NonMaskable )
builder.Append( " (Nonmaskable Multisample)" );
else if( CurrentSettings.Direct3D9.PresentParameters.MultiSampleType != MultisampleType.None )
builder.AppendFormat( " ({0}x Multisample)", (int) CurrentSettings.Direct3D9.PresentParameters.MultiSampleType );
DeviceStatistics = builder.ToString();
}
int GetAdapterOrdinal( IntPtr screen )
{
AdapterInfo9 adapter = null;
foreach( AdapterInfo9 a in Enumeration9.Adapters )
{
if( Direct3D9Object.GetAdapterMonitor( a.AdapterOrdinal ) == screen )
{
adapter = a;
break;
}
}
if( adapter != null )
return adapter.AdapterOrdinal;
return -1;
}
internal static void EnsureD3D9()
{
if ( Direct3D9Object == null )
#if TEST_Direct3D9Ex
Direct3D9Object = new Direct3DEx(); // yyagi
#else
Direct3D9Object = new Direct3D();
#endif
}
}
}