//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GFXADAPTER_H_ #define _GFXADAPTER_H_ #ifndef _GFXSTRUCTS_H_ #include "gfx/gfxStructs.h" #endif #ifndef _TVECTOR_H_ #include "core/util/tVector.h" #endif #ifndef _UTIL_DELEGATE_H_ #include "core/util/delegate.h" #endif struct GFXAdapterLUID { unsigned long LowPart; long HighPart; }; struct GFXAdapter { public: typedef Delegate CreateDeviceInstanceDelegate; enum { MaxAdapterNameLen = 512, }; char mName[MaxAdapterNameLen]; /// The name of the display output device for the adapter, if any. /// For example under Windows, this could be: \\.\DISPLAY1 char mOutputName[MaxAdapterNameLen]; /// List of available full-screen modes. Windows can be any size, /// so we do not enumerate them here. Vector mAvailableModes; /// Supported shader model. 0.f means none supported. F32 mShaderModel; /// LUID for windows oculus support GFXAdapterLUID mLUID; const char * getName() const { return mName; } const char * getOutputName() const { return mOutputName; } GFXAdapterType mType; U32 mIndex; CreateDeviceInstanceDelegate mCreateDeviceInstanceDelegate; GFXAdapter() { VECTOR_SET_ASSOCIATION( mAvailableModes ); mName[0] = 0; mOutputName[0] = 0; mShaderModel = 0.f; mIndex = 0; dMemset(&mLUID, '\0', sizeof(mLUID)); mType = GFXAdapterType::NullDevice; } ~GFXAdapter() { mAvailableModes.clear(); } private: // Disallow copying to prevent mucking with our data above. GFXAdapter(const GFXAdapter&); }; #endif // _GFXADAPTER_H_