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This method is used to determine if a given depth buffering format is supported with a particular combination of front and back buffer formats.
Syntax
HRESULT CheckDepthStencilMatch( UINT Adapter, D3DMDEVTYPE DeviceType, D3DMFORMAT AdapterFormat, D3DMFORMAT RenderTargetFormat, D3DMFORMAT DepthStencilFormat ); |
Parameters
- Adapter
-
[in] A value that indicates which device to provide information for. For possible values, see D3DMADAPTER Values.
- DeviceType
-
[in] A D3DMDEVTYPEenumeration value that specifies the type of device.
- AdapterFormat
-
[in] A legacy parameter provided for compatibility with older versions of Direct3D on Windows-based desktop systems. You must set this parameter to the D3DMFORMATenumeration value for the current format of the display adapter.
- RenderTargetFormat
-
[in] A D3DMFORMATenumeration value that specifies the pixel format for the render target to test the device for.
- DepthStencilFormat
-
[in] A D3DMFORMATenumeration value that specifies the pixel format for the depth buffer to test the device for.
Return Value
This method returns D3DM_OK if the format is supported and D3DMERR_NOTAVAILABLE if it is not supported.
In addition, this method may also return D3DMERR_INVALIDCALL if it fails. For more information, see D3DMERR Values.
Remarks
Currently, Direct3D Mobile specifies that any depth buffer that is supported on a device must be supported with all supported back buffer formats.
Requirements
Header | d3dm.h |
Library | D3dm.lib, D3dmguid.lib |
Windows Embedded CE | Windows CE 5.0 and later |
Windows Mobile | Windows Mobile Version 5.0 and later |