www.pudn.com > Win32DirectX9.rar > d3denumeration.cpp


//----------------------------------------------------------------------------- 
// File: D3DEnumeration.cpp 
// 
// Desc: Enumerates D3D adapters, devices, modes, etc. 
// 
// Copyright (c) Microsoft Corporation. All rights reserved. 
//----------------------------------------------------------------------------- 
#define STRICT 
#include  
#include  
#include "DXUtil.h" 
#include "D3DEnumeration.h" 
 
 
//----------------------------------------------------------------------------- 
// Name: ColorChannelBits 
// Desc: Returns the number of color channel bits in the specified D3DFORMAT 
//----------------------------------------------------------------------------- 
static UINT ColorChannelBits( D3DFORMAT fmt ) 
{ 
    switch( fmt ) 
    { 
        case D3DFMT_R8G8B8: 
            return 8; 
        case D3DFMT_A8R8G8B8: 
            return 8; 
        case D3DFMT_X8R8G8B8: 
            return 8; 
        case D3DFMT_R5G6B5: 
            return 5; 
        case D3DFMT_X1R5G5B5: 
            return 5; 
        case D3DFMT_A1R5G5B5: 
            return 5; 
        case D3DFMT_A4R4G4B4: 
            return 4; 
        case D3DFMT_R3G3B2: 
            return 2; 
        case D3DFMT_A8R3G3B2: 
            return 2; 
        case D3DFMT_X4R4G4B4: 
            return 4; 
        case D3DFMT_A2B10G10R10: 
            return 10; 
        case D3DFMT_A2R10G10B10: 
            return 10; 
        default: 
            return 0; 
    } 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: AlphaChannelBits 
// Desc: Returns the number of alpha channel bits in the specified D3DFORMAT 
//----------------------------------------------------------------------------- 
static UINT AlphaChannelBits( D3DFORMAT fmt ) 
{ 
    switch( fmt ) 
    { 
        case D3DFMT_R8G8B8: 
            return 0; 
        case D3DFMT_A8R8G8B8: 
            return 8; 
        case D3DFMT_X8R8G8B8: 
            return 0; 
        case D3DFMT_R5G6B5: 
            return 0; 
        case D3DFMT_X1R5G5B5: 
            return 0; 
        case D3DFMT_A1R5G5B5: 
            return 1; 
        case D3DFMT_A4R4G4B4: 
            return 4; 
        case D3DFMT_R3G3B2: 
            return 0; 
        case D3DFMT_A8R3G3B2: 
            return 8; 
        case D3DFMT_X4R4G4B4: 
            return 0; 
        case D3DFMT_A2B10G10R10: 
            return 2; 
        case D3DFMT_A2R10G10B10: 
            return 2; 
        default: 
            return 0; 
    } 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: DepthBits 
// Desc: Returns the number of depth bits in the specified D3DFORMAT 
//----------------------------------------------------------------------------- 
static UINT DepthBits( D3DFORMAT fmt ) 
{ 
    switch( fmt ) 
    { 
        case D3DFMT_D16: 
            return 16; 
        case D3DFMT_D15S1: 
            return 15; 
        case D3DFMT_D24X8: 
            return 24; 
        case D3DFMT_D24S8: 
            return 24; 
        case D3DFMT_D24X4S4: 
            return 24; 
        case D3DFMT_D32: 
            return 32; 
        default: 
            return 0; 
    } 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: StencilBits 
// Desc: Returns the number of stencil bits in the specified D3DFORMAT 
//----------------------------------------------------------------------------- 
static UINT StencilBits( D3DFORMAT fmt ) 
{ 
    switch( fmt ) 
    { 
        case D3DFMT_D16: 
            return 0; 
        case D3DFMT_D15S1: 
            return 1; 
        case D3DFMT_D24X8: 
            return 0; 
        case D3DFMT_D24S8: 
            return 8; 
        case D3DFMT_D24X4S4: 
            return 4; 
        case D3DFMT_D32: 
            return 0; 
        default: 
            return 0; 
    } 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DAdapterInfo destructor 
// Desc:  
//----------------------------------------------------------------------------- 
D3DAdapterInfo::~D3DAdapterInfo( void ) 
{ 
    if( pDisplayModeList != NULL ) 
        delete pDisplayModeList; 
    if( pDeviceInfoList != NULL ) 
    { 
        for( UINT idi = 0; idi < pDeviceInfoList->Count(); idi++ ) 
            delete (D3DDeviceInfo*)pDeviceInfoList->GetPtr(idi); 
        delete pDeviceInfoList; 
    } 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DDeviceInfo destructor 
// Desc:  
//----------------------------------------------------------------------------- 
D3DDeviceInfo::~D3DDeviceInfo( void ) 
{ 
    if( pDeviceComboList != NULL ) 
    { 
        for( UINT idc = 0; idc < pDeviceComboList->Count(); idc++ ) 
            delete (D3DDeviceCombo*)pDeviceComboList->GetPtr(idc); 
        delete pDeviceComboList; 
    } 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DDeviceCombo destructor 
// Desc:  
//----------------------------------------------------------------------------- 
D3DDeviceCombo::~D3DDeviceCombo( void ) 
{ 
    if( pDepthStencilFormatList != NULL ) 
        delete pDepthStencilFormatList; 
    if( pMultiSampleTypeList != NULL ) 
        delete pMultiSampleTypeList; 
    if( pMultiSampleQualityList != NULL ) 
        delete pMultiSampleQualityList; 
    if( pDSMSConflictList != NULL ) 
        delete pDSMSConflictList; 
    if( pVertexProcessingTypeList != NULL ) 
        delete pVertexProcessingTypeList; 
    if( pPresentIntervalList != NULL ) 
        delete pPresentIntervalList; 
} 
 
 
 
//----------------------------------------------------------------------------- 
// Name: CD3DEnumeration constructor 
// Desc:  
//----------------------------------------------------------------------------- 
CD3DEnumeration::CD3DEnumeration() 
{ 
    m_pAdapterInfoList = NULL; 
    m_pAllowedAdapterFormatList = NULL; 
    AppMinFullscreenWidth = 640; 
    AppMinFullscreenHeight = 480; 
    AppMinColorChannelBits = 5; 
    AppMinAlphaChannelBits = 0; 
    AppMinDepthBits = 15; 
    AppMinStencilBits = 0; 
    AppUsesDepthBuffer = false; 
    AppUsesMixedVP = false; 
    AppRequiresWindowed = false; 
    AppRequiresFullscreen = false; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: CD3DEnumeration destructor 
// Desc:  
//----------------------------------------------------------------------------- 
CD3DEnumeration::~CD3DEnumeration() 
{ 
    if( m_pAdapterInfoList != NULL ) 
    { 
        for( UINT iai = 0; iai < m_pAdapterInfoList->Count(); iai++ ) 
            delete (D3DAdapterInfo*)m_pAdapterInfoList->GetPtr(iai); 
        delete m_pAdapterInfoList; 
    } 
    SAFE_DELETE( m_pAllowedAdapterFormatList ); 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: SortModesCallback 
// Desc: Used to sort D3DDISPLAYMODEs 
//----------------------------------------------------------------------------- 
static int __cdecl SortModesCallback( const void* arg1, const void* arg2 ) 
{ 
    D3DDISPLAYMODE* pdm1 = (D3DDISPLAYMODE*)arg1; 
    D3DDISPLAYMODE* pdm2 = (D3DDISPLAYMODE*)arg2; 
 
    if (pdm1->Width > pdm2->Width) 
        return 1; 
    if (pdm1->Width < pdm2->Width) 
        return -1; 
    if (pdm1->Height > pdm2->Height) 
        return 1; 
    if (pdm1->Height < pdm2->Height) 
        return -1; 
    if (pdm1->Format > pdm2->Format) 
        return 1; 
    if (pdm1->Format < pdm2->Format) 
        return -1; 
    if (pdm1->RefreshRate > pdm2->RefreshRate) 
        return 1; 
    if (pdm1->RefreshRate < pdm2->RefreshRate) 
        return -1; 
    return 0; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: Enumerate 
// Desc: Enumerates available D3D adapters, devices, modes, etc. 
//----------------------------------------------------------------------------- 
HRESULT CD3DEnumeration::Enumerate() 
{ 
    HRESULT hr; 
    CArrayList adapterFormatList( AL_VALUE, sizeof(D3DFORMAT) ); 
 
    if( m_pD3D == NULL ) 
        return E_FAIL; 
 
    m_pAdapterInfoList = new CArrayList( AL_REFERENCE ); 
    if( m_pAdapterInfoList == NULL ) 
        return E_OUTOFMEMORY; 
 
    m_pAllowedAdapterFormatList = new CArrayList( AL_VALUE, sizeof(D3DFORMAT) ); 
    if( m_pAllowedAdapterFormatList == NULL ) 
        return E_OUTOFMEMORY; 
    D3DFORMAT fmt; 
    if( FAILED( hr = m_pAllowedAdapterFormatList->Add( &( fmt = D3DFMT_X8R8G8B8 ) ) ) ) 
        return hr; 
    if( FAILED( hr = m_pAllowedAdapterFormatList->Add( &( fmt = D3DFMT_X1R5G5B5 ) ) ) ) 
        return hr; 
    if( FAILED( hr = m_pAllowedAdapterFormatList->Add( &( fmt = D3DFMT_R5G6B5 ) ) ) ) 
        return hr; 
    if( FAILED( hr = m_pAllowedAdapterFormatList->Add( &( fmt = D3DFMT_A2R10G10B10 ) ) ) ) 
        return hr; 
 
    D3DAdapterInfo* pAdapterInfo = NULL; 
    UINT numAdapters = m_pD3D->GetAdapterCount(); 
 
    for (UINT adapterOrdinal = 0; adapterOrdinal < numAdapters; adapterOrdinal++) 
    { 
        pAdapterInfo = new D3DAdapterInfo; 
        if( pAdapterInfo == NULL ) 
            return E_OUTOFMEMORY; 
        pAdapterInfo->pDisplayModeList = new CArrayList( AL_VALUE, sizeof(D3DDISPLAYMODE));  
        pAdapterInfo->pDeviceInfoList = new CArrayList( AL_REFERENCE ); 
        if( pAdapterInfo->pDisplayModeList == NULL || 
            pAdapterInfo->pDeviceInfoList == NULL ) 
        { 
            delete pAdapterInfo; 
            return E_OUTOFMEMORY; 
        } 
        pAdapterInfo->AdapterOrdinal = adapterOrdinal; 
        m_pD3D->GetAdapterIdentifier(adapterOrdinal, 0, &pAdapterInfo->AdapterIdentifier); 
 
        // Get list of all display modes on this adapter.   
        // Also build a temporary list of all display adapter formats. 
        adapterFormatList.Clear(); 
        for( UINT iaaf = 0; iaaf < m_pAllowedAdapterFormatList->Count(); iaaf++ ) 
        { 
            D3DFORMAT allowedAdapterFormat = *(D3DFORMAT*)m_pAllowedAdapterFormatList->GetPtr( iaaf ); 
            UINT numAdapterModes = m_pD3D->GetAdapterModeCount( adapterOrdinal, allowedAdapterFormat ); 
            for (UINT mode = 0; mode < numAdapterModes; mode++) 
            { 
                D3DDISPLAYMODE displayMode; 
                m_pD3D->EnumAdapterModes( adapterOrdinal, allowedAdapterFormat, mode, &displayMode ); 
                if( displayMode.Width < AppMinFullscreenWidth || 
                    displayMode.Height < AppMinFullscreenHeight || 
                    ColorChannelBits(displayMode.Format) < AppMinColorChannelBits ) 
                { 
                    continue; 
                } 
                pAdapterInfo->pDisplayModeList->Add(&displayMode); 
                if( !adapterFormatList.Contains( &displayMode.Format ) ) 
                    adapterFormatList.Add( &displayMode.Format ); 
            } 
        } 
 
        // Sort displaymode list 
        qsort( pAdapterInfo->pDisplayModeList->GetPtr(0),  
            pAdapterInfo->pDisplayModeList->Count(), sizeof( D3DDISPLAYMODE ), 
            SortModesCallback ); 
 
        // Get info for each device on this adapter 
        if( FAILED( hr = EnumerateDevices( pAdapterInfo, &adapterFormatList ) ) ) 
        { 
            delete pAdapterInfo; 
            return hr; 
        } 
 
        // If at least one device on this adapter is available and compatible 
        // with the app, add the adapterInfo to the list 
        if (pAdapterInfo->pDeviceInfoList->Count() == 0) 
            delete pAdapterInfo; 
        else 
            m_pAdapterInfoList->Add(pAdapterInfo); 
    } 
    return S_OK; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: EnumerateDevices 
// Desc: Enumerates D3D devices for a particular adapter. 
//----------------------------------------------------------------------------- 
HRESULT CD3DEnumeration::EnumerateDevices( D3DAdapterInfo* pAdapterInfo,  
                                           CArrayList* pAdapterFormatList ) 
{ 
    const D3DDEVTYPE devTypeArray[] = { D3DDEVTYPE_HAL, D3DDEVTYPE_SW, D3DDEVTYPE_REF }; 
    const UINT devTypeArrayCount = sizeof(devTypeArray) / sizeof(devTypeArray[0]); 
    HRESULT hr; 
 
    D3DDeviceInfo* pDeviceInfo = NULL; 
    for( UINT idt = 0; idt < devTypeArrayCount; idt++ ) 
    { 
        pDeviceInfo = new D3DDeviceInfo; 
        if( pDeviceInfo == NULL ) 
            return E_OUTOFMEMORY; 
        pDeviceInfo->pDeviceComboList = new CArrayList( AL_REFERENCE );  
        if( pDeviceInfo->pDeviceComboList == NULL ) 
        { 
            delete pDeviceInfo; 
            return E_OUTOFMEMORY; 
        } 
        pDeviceInfo->AdapterOrdinal = pAdapterInfo->AdapterOrdinal; 
        pDeviceInfo->DevType = devTypeArray[idt]; 
        if( FAILED( m_pD3D->GetDeviceCaps( pAdapterInfo->AdapterOrdinal,  
            pDeviceInfo->DevType, &pDeviceInfo->Caps ) ) ) 
        { 
            delete pDeviceInfo; 
            continue; 
        } 
 
        // Get info for each devicecombo on this device 
        if( FAILED( hr = EnumerateDeviceCombos(pDeviceInfo, pAdapterFormatList) ) ) 
        { 
            delete pDeviceInfo; 
            return hr; 
        } 
 
        // If at least one devicecombo for this device is found,  
        // add the deviceInfo to the list 
        if (pDeviceInfo->pDeviceComboList->Count() == 0) 
        { 
            delete pDeviceInfo; 
            continue; 
        } 
        pAdapterInfo->pDeviceInfoList->Add(pDeviceInfo); 
    } 
    return S_OK; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: EnumerateDeviceCombos 
// Desc: Enumerates DeviceCombos for a particular device. 
//----------------------------------------------------------------------------- 
HRESULT CD3DEnumeration::EnumerateDeviceCombos( D3DDeviceInfo* pDeviceInfo,  
                                               CArrayList* pAdapterFormatList ) 
{ 
    const D3DFORMAT backBufferFormatArray[] =  
        {   D3DFMT_A8R8G8B8, D3DFMT_X8R8G8B8, D3DFMT_A2R10G10B10,  
            D3DFMT_R5G6B5, D3DFMT_A1R5G5B5, D3DFMT_X1R5G5B5 }; 
    const UINT backBufferFormatArrayCount = sizeof(backBufferFormatArray) / sizeof(backBufferFormatArray[0]); 
    bool isWindowedArray[] = { false, true }; 
 
    // See which adapter formats are supported by this device 
    D3DFORMAT adapterFormat; 
    for( UINT iaf = 0; iaf < pAdapterFormatList->Count(); iaf++ ) 
    { 
        adapterFormat = *(D3DFORMAT*)pAdapterFormatList->GetPtr(iaf); 
        D3DFORMAT backBufferFormat; 
        for( UINT ibbf = 0; ibbf < backBufferFormatArrayCount; ibbf++ ) 
        { 
            backBufferFormat = backBufferFormatArray[ibbf]; 
            if (AlphaChannelBits(backBufferFormat) < AppMinAlphaChannelBits) 
                continue; 
            bool isWindowed; 
            for( UINT iiw = 0; iiw < 2; iiw++) 
            { 
                isWindowed = isWindowedArray[iiw]; 
                if (!isWindowed && AppRequiresWindowed) 
                    continue; 
                if (isWindowed && AppRequiresFullscreen) 
                    continue; 
                if (FAILED(m_pD3D->CheckDeviceType(pDeviceInfo->AdapterOrdinal, pDeviceInfo->DevType,  
                    adapterFormat, backBufferFormat, isWindowed))) 
                { 
                    continue; 
                } 
                // At this point, we have an adapter/device/adapterformat/backbufferformat/iswindowed 
                // DeviceCombo that is supported by the system.  We still need to confirm that it's  
                // compatible with the app, and find one or more suitable depth/stencil buffer format, 
                // multisample type, vertex processing type, and present interval. 
                D3DDeviceCombo* pDeviceCombo = NULL; 
                pDeviceCombo = new D3DDeviceCombo; 
                if( pDeviceCombo == NULL ) 
                    return E_OUTOFMEMORY; 
                pDeviceCombo->pDepthStencilFormatList = new CArrayList( AL_VALUE, sizeof( D3DFORMAT ) ); 
                pDeviceCombo->pMultiSampleTypeList = new CArrayList( AL_VALUE, sizeof( D3DMULTISAMPLE_TYPE ) ); 
                pDeviceCombo->pMultiSampleQualityList = new CArrayList( AL_VALUE, sizeof( DWORD ) ); 
                pDeviceCombo->pDSMSConflictList = new CArrayList( AL_VALUE, sizeof( D3DDSMSConflict ) ); 
                pDeviceCombo->pVertexProcessingTypeList = new CArrayList( AL_VALUE, sizeof( VertexProcessingType ) ); 
                pDeviceCombo->pPresentIntervalList = new CArrayList( AL_VALUE, sizeof( UINT ) ); 
                if( pDeviceCombo->pDepthStencilFormatList == NULL || 
                    pDeviceCombo->pMultiSampleTypeList == NULL ||  
                    pDeviceCombo->pMultiSampleQualityList == NULL ||  
                    pDeviceCombo->pDSMSConflictList == NULL ||  
                    pDeviceCombo->pVertexProcessingTypeList == NULL || 
                    pDeviceCombo->pPresentIntervalList == NULL ) 
                { 
                    delete pDeviceCombo; 
                    return E_OUTOFMEMORY; 
                } 
                pDeviceCombo->AdapterOrdinal = pDeviceInfo->AdapterOrdinal; 
                pDeviceCombo->DevType = pDeviceInfo->DevType; 
                pDeviceCombo->AdapterFormat = adapterFormat; 
                pDeviceCombo->BackBufferFormat = backBufferFormat; 
                pDeviceCombo->IsWindowed = isWindowed; 
                if (AppUsesDepthBuffer) 
                { 
                    BuildDepthStencilFormatList(pDeviceCombo); 
                    if (pDeviceCombo->pDepthStencilFormatList->Count() == 0) 
                    { 
                        delete pDeviceCombo; 
                        continue; 
                    } 
                } 
                BuildMultiSampleTypeList(pDeviceCombo); 
                if (pDeviceCombo->pMultiSampleTypeList->Count() == 0) 
                { 
                    delete pDeviceCombo; 
                    continue; 
                } 
                BuildDSMSConflictList(pDeviceCombo); 
                BuildVertexProcessingTypeList(pDeviceInfo, pDeviceCombo); 
                if (pDeviceCombo->pVertexProcessingTypeList->Count() == 0) 
                { 
                    delete pDeviceCombo; 
                    continue; 
                } 
                BuildPresentIntervalList(pDeviceInfo, pDeviceCombo); 
 
                pDeviceInfo->pDeviceComboList->Add(pDeviceCombo); 
            } 
        } 
    } 
 
    return S_OK; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: BuildDepthStencilFormatList 
// Desc: Adds all depth/stencil formats that are compatible with the device  
//       and app to the given D3DDeviceCombo. 
//----------------------------------------------------------------------------- 
void CD3DEnumeration::BuildDepthStencilFormatList( D3DDeviceCombo* pDeviceCombo ) 
{ 
    const D3DFORMAT depthStencilFormatArray[] =  
    { 
        D3DFMT_D16, 
        D3DFMT_D15S1, 
        D3DFMT_D24X8, 
        D3DFMT_D24S8, 
        D3DFMT_D24X4S4, 
        D3DFMT_D32, 
    }; 
    const UINT depthStencilFormatArrayCount = sizeof(depthStencilFormatArray) /  
                                              sizeof(depthStencilFormatArray[0]); 
 
    D3DFORMAT depthStencilFmt; 
    for( UINT idsf = 0; idsf < depthStencilFormatArrayCount; idsf++ ) 
    { 
        depthStencilFmt = depthStencilFormatArray[idsf]; 
        if (DepthBits(depthStencilFmt) < AppMinDepthBits) 
            continue; 
        if (StencilBits(depthStencilFmt) < AppMinStencilBits) 
            continue; 
        if (SUCCEEDED(m_pD3D->CheckDeviceFormat(pDeviceCombo->AdapterOrdinal,  
            pDeviceCombo->DevType, pDeviceCombo->AdapterFormat,  
            D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFmt))) 
        { 
            if (SUCCEEDED(m_pD3D->CheckDepthStencilMatch(pDeviceCombo->AdapterOrdinal,  
                pDeviceCombo->DevType, pDeviceCombo->AdapterFormat,  
                pDeviceCombo->BackBufferFormat, depthStencilFmt))) 
            { 
                pDeviceCombo->pDepthStencilFormatList->Add(&depthStencilFmt); 
            } 
        } 
    } 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: BuildMultiSampleTypeList 
// Desc: Adds all multisample types that are compatible with the device and app to 
//       the given D3DDeviceCombo. 
//----------------------------------------------------------------------------- 
void CD3DEnumeration::BuildMultiSampleTypeList( D3DDeviceCombo* pDeviceCombo ) 
{ 
    const D3DMULTISAMPLE_TYPE msTypeArray[] = {  
        D3DMULTISAMPLE_NONE, 
        D3DMULTISAMPLE_NONMASKABLE, 
        D3DMULTISAMPLE_2_SAMPLES, 
        D3DMULTISAMPLE_3_SAMPLES, 
        D3DMULTISAMPLE_4_SAMPLES, 
        D3DMULTISAMPLE_5_SAMPLES, 
        D3DMULTISAMPLE_6_SAMPLES, 
        D3DMULTISAMPLE_7_SAMPLES, 
        D3DMULTISAMPLE_8_SAMPLES, 
        D3DMULTISAMPLE_9_SAMPLES, 
        D3DMULTISAMPLE_10_SAMPLES, 
        D3DMULTISAMPLE_11_SAMPLES, 
        D3DMULTISAMPLE_12_SAMPLES, 
        D3DMULTISAMPLE_13_SAMPLES, 
        D3DMULTISAMPLE_14_SAMPLES, 
        D3DMULTISAMPLE_15_SAMPLES, 
        D3DMULTISAMPLE_16_SAMPLES, 
    }; 
    const UINT msTypeArrayCount = sizeof(msTypeArray) / sizeof(msTypeArray[0]); 
 
    D3DMULTISAMPLE_TYPE msType; 
    DWORD msQuality; 
    for( UINT imst = 0; imst < msTypeArrayCount; imst++ ) 
    { 
        msType = msTypeArray[imst]; 
        if (SUCCEEDED(m_pD3D->CheckDeviceMultiSampleType(pDeviceCombo->AdapterOrdinal, pDeviceCombo->DevType,  
            pDeviceCombo->BackBufferFormat, pDeviceCombo->IsWindowed, msType, &msQuality))) 
        { 
            pDeviceCombo->pMultiSampleTypeList->Add(&msType); 
            pDeviceCombo->pMultiSampleQualityList->Add( &msQuality ); 
        } 
    } 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: BuildDSMSConflictList 
// Desc: Find any conflicts between the available depth/stencil formats and 
//       multisample types. 
//----------------------------------------------------------------------------- 
void CD3DEnumeration::BuildDSMSConflictList( D3DDeviceCombo* pDeviceCombo ) 
{ 
    D3DDSMSConflict DSMSConflict; 
 
    for( UINT ids = 0; ids < pDeviceCombo->pDepthStencilFormatList->Count(); ids++ ) 
    { 
        D3DFORMAT dsFmt = *(D3DFORMAT*)pDeviceCombo->pDepthStencilFormatList->GetPtr(ids); 
        for( UINT ims = 0; ims < pDeviceCombo->pMultiSampleTypeList->Count(); ims++ ) 
        { 
            D3DMULTISAMPLE_TYPE msType = *(D3DMULTISAMPLE_TYPE*)pDeviceCombo->pMultiSampleTypeList->GetPtr(ims); 
            if( FAILED( m_pD3D->CheckDeviceMultiSampleType( pDeviceCombo->AdapterOrdinal, pDeviceCombo->DevType, 
                dsFmt, pDeviceCombo->IsWindowed, msType, NULL ) ) ) 
            { 
                DSMSConflict.DSFormat = dsFmt; 
                DSMSConflict.MSType = msType; 
                pDeviceCombo->pDSMSConflictList->Add( &DSMSConflict ); 
            } 
        } 
    } 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: BuildVertexProcessingTypeList 
// Desc: Adds all vertex processing types that are compatible with the device  
//       and app to the given D3DDeviceCombo. 
//----------------------------------------------------------------------------- 
void CD3DEnumeration::BuildVertexProcessingTypeList( D3DDeviceInfo* pDeviceInfo,  
                                                     D3DDeviceCombo* pDeviceCombo ) 
{ 
    VertexProcessingType vpt; 
    if ((pDeviceInfo->Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0) 
    { 
        if ((pDeviceInfo->Caps.DevCaps & D3DDEVCAPS_PUREDEVICE) != 0) 
        { 
            if (ConfirmDeviceCallback == NULL || 
                ConfirmDeviceCallback(&pDeviceInfo->Caps, PURE_HARDWARE_VP,  
                pDeviceCombo->AdapterFormat, pDeviceCombo->BackBufferFormat)) 
            { 
                vpt = PURE_HARDWARE_VP; 
                pDeviceCombo->pVertexProcessingTypeList->Add(&vpt); 
            } 
        } 
        if (ConfirmDeviceCallback == NULL || 
            ConfirmDeviceCallback(&pDeviceInfo->Caps, HARDWARE_VP,  
            pDeviceCombo->AdapterFormat, pDeviceCombo->BackBufferFormat)) 
        { 
            vpt = HARDWARE_VP; 
            pDeviceCombo->pVertexProcessingTypeList->Add(&vpt); 
        } 
        if (AppUsesMixedVP && (ConfirmDeviceCallback == NULL || 
            ConfirmDeviceCallback(&pDeviceInfo->Caps, MIXED_VP,  
            pDeviceCombo->AdapterFormat, pDeviceCombo->BackBufferFormat))) 
        { 
            vpt = MIXED_VP; 
            pDeviceCombo->pVertexProcessingTypeList->Add(&vpt); 
        } 
    } 
    if (ConfirmDeviceCallback == NULL || 
        ConfirmDeviceCallback(&pDeviceInfo->Caps, SOFTWARE_VP,  
        pDeviceCombo->AdapterFormat, pDeviceCombo->BackBufferFormat)) 
    { 
        vpt = SOFTWARE_VP; 
        pDeviceCombo->pVertexProcessingTypeList->Add(&vpt); 
    } 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: BuildPresentIntervalList 
// Desc: Adds all present intervals that are compatible with the device and app  
//       to the given D3DDeviceCombo. 
//----------------------------------------------------------------------------- 
void CD3DEnumeration::BuildPresentIntervalList( D3DDeviceInfo* pDeviceInfo,  
                                                D3DDeviceCombo* pDeviceCombo ) 
{ 
    const UINT piArray[] = {  
        D3DPRESENT_INTERVAL_IMMEDIATE, 
        D3DPRESENT_INTERVAL_DEFAULT, 
        D3DPRESENT_INTERVAL_ONE, 
        D3DPRESENT_INTERVAL_TWO, 
        D3DPRESENT_INTERVAL_THREE, 
        D3DPRESENT_INTERVAL_FOUR, 
    }; 
    const UINT piArrayCount = sizeof(piArray) / sizeof(piArray[0]); 
 
    UINT pi; 
    for( UINT ipi = 0; ipi < piArrayCount; ipi++ ) 
    { 
        pi = piArray[ipi]; 
        if( pDeviceCombo->IsWindowed ) 
        { 
            if( pi == D3DPRESENT_INTERVAL_TWO || 
                pi == D3DPRESENT_INTERVAL_THREE || 
                pi == D3DPRESENT_INTERVAL_FOUR ) 
            { 
                // These intervals are not supported in windowed mode. 
                continue; 
            } 
        } 
        // Note that D3DPRESENT_INTERVAL_DEFAULT is zero, so you 
        // can't do a caps check for it -- it is always available. 
        if( pi == D3DPRESENT_INTERVAL_DEFAULT || 
            (pDeviceInfo->Caps.PresentationIntervals & pi) ) 
        { 
            pDeviceCombo->pPresentIntervalList->Add( &pi ); 
        } 
    } 
}