这篇教程C++ D3DVS_VERSION函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中D3DVS_VERSION函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DVS_VERSION函数的具体用法?C++ D3DVS_VERSION怎么用?C++ D3DVS_VERSION使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了D3DVS_VERSION函数的26个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: IDirect3D8Impl_GetDeviceCapsstatic HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS8* pCaps) { IDirect3D8Impl *This = (IDirect3D8Impl *)iface; HRESULT hrc = D3D_OK; WINED3DCAPS *pWineCaps; TRACE("(%p) Relay %d %u %p/n", This, Adapter, DeviceType, pCaps); if(NULL == pCaps){ return D3DERR_INVALIDCALL; } pWineCaps = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WINED3DCAPS)); if(pWineCaps == NULL){ return D3DERR_INVALIDCALL; /*well this is what MSDN says to return*/ } EnterCriticalSection(&d3d8_cs); hrc = IWineD3D_GetDeviceCaps(This->WineD3D, Adapter, DeviceType, pWineCaps); LeaveCriticalSection(&d3d8_cs); WINECAPSTOD3D8CAPS(pCaps, pWineCaps) HeapFree(GetProcessHeap(), 0, pWineCaps); /* D3D8 doesn't support SM 2.0 or higher, so clamp to 1.x */ if(pCaps->PixelShaderVersion > D3DPS_VERSION(1,4)){ pCaps->PixelShaderVersion = D3DPS_VERSION(1,4); } if(pCaps->VertexShaderVersion > D3DVS_VERSION(1,1)){ pCaps->VertexShaderVersion = D3DVS_VERSION(1,1); } TRACE("(%p) returning %p/n", This, pCaps); return hrc;}
开发者ID:devyn,项目名称:wine,代码行数:31,
示例2: fixup_capsvoid fixup_caps(WINED3DCAPS *caps){ /* D3D8 doesn't support SM 2.0 or higher, so clamp to 1.x */ if (caps->PixelShaderVersion > D3DPS_VERSION(1,4)) { caps->PixelShaderVersion = D3DPS_VERSION(1,4); } if (caps->VertexShaderVersion > D3DVS_VERSION(1,1)) { caps->VertexShaderVersion = D3DVS_VERSION(1,1); } caps->MaxVertexShaderConst = min(D3D8_MAX_VERTEX_SHADER_CONSTANTF, caps->MaxVertexShaderConst); caps->StencilCaps &= ~WINED3DSTENCILCAPS_TWOSIDED;}
开发者ID:HBelusca,项目名称:NasuTek-Odyssey,代码行数:13,
示例3: test_get_shader_versionstatic void test_get_shader_version(void){ DWORD shader_version; shader_version = D3DXGetShaderVersion(simple_vs); ok(shader_version == D3DVS_VERSION(1, 1), "Got shader version 0x%08x, expected 0x%08x/n", shader_version, D3DVS_VERSION(1, 1)); shader_version = D3DXGetShaderVersion(simple_ps); ok(shader_version == D3DPS_VERSION(1, 1), "Got shader version 0x%08x, expected 0x%08x/n", shader_version, D3DPS_VERSION(1, 1)); shader_version = D3DXGetShaderVersion(NULL); ok(shader_version == 0, "Got shader version 0x%08x, expected 0/n", shader_version);}
开发者ID:YokoZar,项目名称:wine,代码行数:15,
示例4: void CD3DSkelMesh::Reset(){ m_VBController.Reset(); m_iMaxBonesPerVert = 0; m_iMaxBonesPerTri = 0; m_iVertCount = 0; m_iPolyCount = 0; m_eRenderMethod = eD3DRenderDirect; m_iBoneSetCount = 0; m_pBoneSetArray = NULL; m_VertType = eNO_WORLD_BLENDS; m_bSWVertProcessing = ((g_Device.GetDeviceCaps()->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0) ? true : false; m_bSWVSBuffers = false; // Use software processing for shaders ? if ( g_Device.GetDeviceCaps()->VertexShaderVersion < D3DVS_VERSION(1,1) ) m_bSWVSBuffers = true; // in case software has been forced if ( g_CV_ForceSWVertProcess ) m_bSWVertProcessing = true; m_pIndexData = NULL; m_bNonFixPipeData = false; m_bReIndexedBones = false; m_pReIndexedBoneList= NULL; for (uint32 i = 0; i < 4; ++i) m_pVertData[i] = NULL;}
开发者ID:emoose,项目名称:lithtech,代码行数:32,
示例5: void D3D9VideoInfo::SetupShaderProfile(){ if (m_caps.VertexShaderVersion >= D3DVS_VERSION(1,1)) m_lastVertexProfile = Shader::SP_MODEL_1; if (m_caps.VertexShaderVersion >= D3DVS_VERSION(2,0)) m_lastVertexProfile = Shader::SP_MODEL_2; if (m_caps.VertexShaderVersion >= D3DVS_VERSION(3,0)) m_lastVertexProfile = Shader::SP_MODEL_3; if (m_caps.PixelShaderVersion >= D3DPS_VERSION(1,0)) m_lastPixelProfile = Shader::SP_MODEL_1; if (m_caps.PixelShaderVersion >= D3DPS_VERSION(2,0)) m_lastPixelProfile = Shader::SP_MODEL_2; if (m_caps.PixelShaderVersion >= D3DPS_VERSION(3,0)) m_lastPixelProfile = Shader::SP_MODEL_3;}
开发者ID:angeltown,项目名称:ethanon,代码行数:16,
示例6: UNREFERENCED_PARAMETER |