gfxAdapter.h 2.6 KB

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