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//#define SL_LEAK_DUMP - got better / more accurate stack dumps when we detect errors in game. - Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform. - BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
73 lines
1.7 KiB
C++
73 lines
1.7 KiB
C++
#include "context_d3d9.h"
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#include <cassert>
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#include <stdexcept>
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#include "d3d9_util.h"
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#include "leak_dumper.h"
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using namespace std;
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namespace Shared{ namespace Graphics{ namespace D3d9{
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// ===============================================
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// class ContextD3d9
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// ===============================================
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ContextD3d9::ContextD3d9(){
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windowed= true;
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hardware= true;
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}
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void ContextD3d9::init(){
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//create object
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d3dObject= Direct3DCreate9(D3D_SDK_VERSION);
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if(d3dObject==NULL){
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throw megaglest_runtime_error("Direct3DCreate9==NULL");
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}
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//present parameters
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memset(&d3dPresentParameters, 0, sizeof(d3dPresentParameters));
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d3dPresentParameters.Windowed = TRUE;
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d3dPresentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dPresentParameters.BackBufferFormat = D3DFMT_A8R8G8B8;
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d3dPresentParameters.EnableAutoDepthStencil= TRUE;
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d3dPresentParameters.AutoDepthStencilFormat= D3DFMT_D24X8;
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d3dPresentParameters.PresentationInterval= D3DPRESENT_INTERVAL_IMMEDIATE;
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//create device
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D3DCALL(d3dObject->CreateDevice(
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D3DADAPTER_DEFAULT,
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hardware? D3DDEVTYPE_HAL: D3DDEVTYPE_REF,
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GetActiveWindow(),
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hardware? D3DCREATE_HARDWARE_VERTEXPROCESSING: D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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&d3dPresentParameters,
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&d3dDevice));
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//get caps
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D3DCALL(d3dDevice->GetDeviceCaps(&caps));
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}
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void ContextD3d9::end(){
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D3DCALL(d3dDevice->Release());
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D3DCALL(d3dObject->Release());
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}
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void ContextD3d9::makeCurrent(){
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}
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void ContextD3d9::swapBuffers(){
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D3DCALL(d3dDevice->Present(NULL, NULL, NULL, NULL));
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}
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void ContextD3d9::reset(){
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d3dPresentParameters.BackBufferWidth= 0;
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d3dPresentParameters.BackBufferHeight= 0;
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D3DCALL(d3dDevice->Reset(&d3dPresentParameters));
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}
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}}}//end namespace
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