DX macro definition

Source: Internet
Author: User

I. Multiple sampling
Enumeration: d3dmultisample_type // do not select
D3dmultisample_none // disable s
D3dmultisample_1_sample
D3dmultisample_2_sample
D3dmultisample_3_sample
......
D3dmultisample_16_sample // specify from 1 (~ 16) multiple sampling
Ii. pixel format
Enumeration: d3dformat
D3dfmt_r8g8b8 // each pixel is 24 bits, left → right, 8r, 8g, 8b
D3dfmt_x8r8g8b8 // 32-bit, left → right, unused, 8r, 8g, 8b
D3dfmt_a8r8g8b8 // 32-bit, Alpha, RGB
D3dfmt_a16r16g16f8 // 64-bit, 16 alpha, 16r, 16g, 16B
D3dfmt_a32r32g32b32 // 128-bit, 32 Alpha, 32R, 32g, 32B
Iii. Memory Pool
Enumeration: d3dpool
D3dpool_default // default value, which indicates that DX puts resources into the memory pool with the most appropriate usage
D3dpool_mange // The total resources in the managed memory pool will be managed by DX
D3dpool_sysemmem // specify to put the resource into the system memory pool
D3dpool_scratch // puts resources into the system memory pool. These resources are not restricted by graphical devices. devices cannot access resources in this type of memory pool, but these resources can be copied to each other.
Iv. Deep Cache
D3dfmt_d32 // specify the 32-bit deep Cache
D3dfmt_d24s8 // 24-bit s, eight of which are reserved for template Cache
D3dfmt_d24x8 // 24-bit X8
D3dfmt_x4s4 // specify 24-bit s, where 4-bit reserved template cache is used
D3dfmt_d16 // 16-bit s
5. hardware and software equipment
D3ddevtype_hal // Hardware Device
D3ddevtype_ref // software device
D3dcpeate_hardware_vertexprocessing // hardware vertex operations
D3dcreate_software_vertexprocessing // software vertex operation
6. d3dpresentflag set
D3dpresentflag_lockable_depthbuffer // specify the backend cache that can be locked
D3dpresentflag_discard_depthbuffer // specifies which depth or template cache will be discarded when the next background cache is submitted
VII. d3dpresent set
D3dpresent_interval_immediate // submit now
D3dpresent_interval_default // The submission frequency of the background cache selected by DX
8. Remove macros used on some d3d Surfaces
D3dclear_target // draw the target surface, usually the background Cache
D3dclear_ibuffer // deep background
D3dclear_stenpencil // template Cache
IX. d3drs_cullmode, drawing status
Usage: Device → setrenderstate (d3drs_cullmode, X );
X value
D3dcull_none // completely disable backend hiding
D3dcull_cw // only fades out triangles in clockwise order
D3dcull_ccw // only fades out the triangles in the clockwise direction (the default value is in the blanking)

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