IDirect3DDevice9Ex::CreateDepthStencilSurfaceEx method (d3d9.h)
Creates a depth-stencil surface.
HRESULT CreateDepthStencilSurfaceEx( [in] UINT Width, [in] UINT Height, [in] D3DFORMAT Format, [in] D3DMULTISAMPLE_TYPE MultiSample, [in] DWORD MultisampleQuality, [in] BOOL Discard, [out, retval] IDirect3DSurface9 **ppSurface, [in] HANDLE *pSharedHandle, [in] DWORD Usage );
Width of the depth-stencil surface, in pixels.
Height of the depth-stencil surface, in pixels.
Member of the D3DFORMAT enumerated type, describing the format of the depth-stencil surface. This value must be one of the enumerated depth-stencil formats for this device.
Member of the D3DMULTISAMPLE_TYPE enumerated type, describing the multisampling buffer type. This value must be one of the allowed multisample types. When this surface is passed to IDirect3DDevice9::SetDepthStencilSurface, its multisample type must be the same as that of the render target set by IDirect3DDevice9::SetRenderTarget.
Quality level. The valid range is between zero and one less than the level returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType. Passing a larger value returns the error D3DERR_INVALIDCALL. The MultisampleQuality values of paired render targets, depth stencil surfaces, and the MultiSample type must all match.
Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise. If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
[out, retval] ppSurface
Address of a pointer to an IDirect3DSurface9 interface, representing the created depth-stencil surface resource.
Reserved. Set this parameter to NULL. This parameter can be used in Direct3D 9 for Windows Vista to share resources.
Combination of one or more D3DUSAGE constants which can be OR'd together. Value of 0 indicates no usage.
If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_NOTAVAILABLE, D3DERR_INVALIDCALL, D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY.
The memory class of the depth-stencil buffer is always D3DPOOL_DEFAULT.