gfxAdapter.h
Engine/source/gfx/gfxAdapter.h
Classes:
class
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _GFXADAPTER_H_ 25#define _GFXADAPTER_H_ 26 27#ifndef _GFXSTRUCTS_H_ 28#include "gfx/gfxStructs.h" 29#endif 30 31#ifndef _TVECTOR_H_ 32#include "core/util/tVector.h" 33#endif 34 35#ifndef _UTIL_DELEGATE_H_ 36#include "core/util/delegate.h" 37#endif 38 39struct GFXAdapterLUID 40{ 41 unsigned long LowPart; 42 long HighPart; 43}; 44 45struct GFXAdapter 46{ 47public: 48 typedef Delegate<GFXDevice* (U32 adapterIndex)> CreateDeviceInstanceDelegate; 49 50 enum 51 { 52 MaxAdapterNameLen = 512, 53 }; 54 55 char mName[MaxAdapterNameLen]; 56 57 /// The name of the display output device for the adapter, if any. 58 /// For example under Windows, this could be: \\.\DISPLAY1 59 char mOutputName[MaxAdapterNameLen]; 60 61 /// List of available full-screen modes. Windows can be any size, 62 /// so we do not enumerate them here. 63 Vector<GFXVideoMode> mAvailableModes; 64 65 /// Supported shader model. 0.f means none supported. 66 F32 mShaderModel; 67 68 /// LUID for windows oculus support 69 GFXAdapterLUID mLUID; 70 71 const char * getName() const { return mName; } 72 const char * getOutputName() const { return mOutputName; } 73 GFXAdapterType mType; 74 U32 mIndex; 75 CreateDeviceInstanceDelegate mCreateDeviceInstanceDelegate; 76 77 GFXAdapter() 78 { 79 VECTOR_SET_ASSOCIATION( mAvailableModes ); 80 81 mName[0] = 0; 82 mOutputName[0] = 0; 83 mShaderModel = 0.f; 84 mIndex = 0; 85 dMemset(&mLUID, '\0', sizeof(mLUID)); 86 mType = GFXAdapterType::NullDevice; 87 } 88 89 ~GFXAdapter() 90 { 91 mAvailableModes.clear(); 92 } 93private: 94 // Disallow copying to prevent mucking with our data above. 95 GFXAdapter(const GFXAdapter&); 96}; 97 98#endif // _GFXADAPTER_H_ 99