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IDirect3DMobile::CheckDepthStencilMatch

A version of this page is also available for

Windows Embedded CE 6.0 R3

4/8/2010

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 D3DMDEVTYPE enumeration 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 D3DMFORMAT enumeration value for the current format of the display adapter.
  • RenderTargetFormat
    [in] A D3DMFORMAT enumeration value that specifies the pixel format for the render target to test the device for.
  • DepthStencilFormat
    [in] A D3DMFORMAT enumeration 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

See Also

Reference

IDirect3DMobile
D3DMADAPTER Values
D3DMDEVTYPE
D3DMFORMAT