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DxWnd.reloaded/dll/hd3d.doc.hpp

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#if 0
from http://msdn.microsoft.com/en-us/library/windows/desktop/bb172588%28v=vs.85%29.aspx
D3DPRESENT_PARAMETERS structure
Describes the presentation parameters.
Syntax
C++
typedef struct D3DPRESENT_PARAMETERS {
UINT BackBufferWidth;
UINT BackBufferHeight;
D3DFORMAT BackBufferFormat;
UINT BackBufferCount;
D3DMULTISAMPLE_TYPE MultiSampleType;
DWORD MultiSampleQuality;
D3DSWAPEFFECT SwapEffect;
HWND hDeviceWindow;
BOOL Windowed;
BOOL EnableAutoDepthStencil;
D3DFORMAT AutoDepthStencilFormat;
DWORD Flags;
UINT FullScreen_RefreshRateInHz;
UINT PresentationInterval;
} D3DPRESENT_PARAMETERS, *LPD3DPRESENT_PARAMETERS;
BackBufferFormat
Type: D3DFORMAT
The back buffer format. For more information about formats, see D3DFORMAT.
This value must be one of the render-target formats as validated by CheckDeviceType.
You can use GetDisplayMode to obtain the current format.
In fact, D3DFMT_UNKNOWN can be specified for the BackBufferFormat while in windowed mode.
This tells the runtime to use the current display-mode format and eliminates the need to call GetDisplayMode.
For windowed applications, the back buffer format no longer needs to match the display-mode format because
color conversion can now be done by the hardware (if the hardware supports color conversion).
The set of possible back buffer formats is constrained, but the runtime will allow any valid back buffer format
to be presented to any desktop format. (There is the additional requirement that the device be operable in the
desktop; devices typically do not operate in 8 bits per pixel modes.)
Full-screen applications cannot do color conversion.
#endif