D3DCAPS9 Direct3D 设备能力详解

时间:2021-04-12 23:43:39

Applies to: desktop apps only

Represents the capabilities of the hardware exposed through the Direct3D object.

Syntax

C++
typedef struct D3DCAPS9 {
  D3DDEVTYPE        DeviceType;
  UINT              AdapterOrdinal;
  DWORD             Caps;
  DWORD             Caps2;
  DWORD             Caps3;
  DWORD             PresentationIntervals;
  DWORD             CursorCaps;
  DWORD             DevCaps;
  DWORD             PrimitiveMiscCaps;
  DWORD             RasterCaps;
  DWORD             ZCmpCaps;
  DWORD             SrcBlendCaps;
  DWORD             DestBlendCaps;
  DWORD             AlphaCmpCaps;
  DWORD             ShadeCaps;
  DWORD             TextureCaps;
  DWORD             TextureFilterCaps;
  DWORD             CubeTextureFilterCaps;
  DWORD             VolumeTextureFilterCaps;
  DWORD             TextureAddre*s;
  DWORD             VolumeTextureAddre*s;
  DWORD             LineCaps;
  DWORD             MaxTextureWidth;
  DWORD             MaxTextureHeight;
  DWORD             MaxVolumeExtent;
  DWORD             MaxTextureRepeat;
  DWORD             MaxTextureAspectRatio;
  DWORD             MaxAnisotropy;
  float             MaxVertexW;
  float             GuardBandLeft;
  float             GuardBandTop;
  float             GuardBandRight;
  float             GuardBandBottom;
  float             ExtentsAdjust;
  DWORD             StencilCaps;
  DWORD             FVFCaps;
  DWORD             TextureOpCaps;
  DWORD             MaxTextureBlendStages;
  DWORD             MaxSimultaneousTextures;
  DWORD             VertexProcessingCaps;
  DWORD             MaxActiveLights;
  DWORD             MaxUserClipPlanes;
  DWORD             MaxVertexBlendMatrices;
  DWORD             MaxVertexBlendMatrixIndex;
  float             MaxPointSize;
  DWORD             MaxPrimitiveCount;
  DWORD             MaxVertexIndex;
  DWORD             MaxStreams;
  DWORD             MaxStreamStride;
  DWORD             VertexShaderVersion;
  DWORD             MaxVertexShaderConst;
  DWORD             PixelShaderVersion;
  float             PixelShader1xMaxValue;
  DWORD             DevCaps2;
  UINT              MasterAdapterOrdinal;
  UINT              AdapterOrdinalInGroup;
  UINT              NumberOfAdaptersInGroup;
  DWORD             DeclTypes;
  DWORD             NumSimultaneousRTs;
  DWORD             StretchRectFilterCaps;
  D3DVSHADERCAPS2_0 VS20Caps;
  D3DPSHADERCAPS2_0 PS20Caps;
  DWORD             VertexTextureFilterCaps;
  DWORD             MaxVShaderInstructionsExecuted;
  DWORD             MaxPShaderInstructionsExecuted;
  DWORD             MaxVertexShader30InstructionSlots;
  DWORD             MaxPixelShader30InstructionSlots;
  DWORD             Reserved2;
  DWORD             Reserved3;
} D3DCAPS9, *LPD3DCAPS9;

Members

DeviceType

Type: D3DDEVTYPE

Member of the D3DDEVTYPE enumerated type, which identifies what type of resources are used for processing vertices.

AdapterOrdinal

Type: UINT

Adapter on which this Direct3D device was created. This ordinal is valid only to pass to methods of the IDirect3D9 interface that created this Direct3D device. The IDirect3D9 interface can always be retrieved by calling GetDirect3D.

Caps

Type: DWORD

The following driver-specific capability.

Value Meaning
D3DCAPS_READ_SCANLINE

Display hardware is capable of returning the current scan line.

D3DCAPS_OVERLAY

The display driver supports an overlay DDI that allows for verification of overlay capabilities. For more information about the overlay DDI, see Overlay DDI.

Differences between Direct3D 9 and Direct3D 9Ex:This flag is available in Direct3D 9Ex only.

 

 

Caps2

Type: DWORD

Driver-specific capabilities identified in D3DCAPS2.

Caps3

Type: DWORD

Driver-specific capabilities identified in D3DCAPS3.

PresentationIntervals

Type: DWORD

Bit mask of values representing what presentation swap intervals are available.

Value Meaning
D3DPRESENT_INTERVAL_IMMEDIATE

The driver supports an immediate presentation swap interval.

D3DPRESENT_INTERVAL_ONE

The driver supports a presentation swap interval of every screen refresh.

D3DPRESENT_INTERVAL_TWO

The driver supports a presentation swap interval of every second screen refresh.

D3DPRESENT_INTERVAL_THREE

The driver supports a presentation swap interval of every third screen refresh.

D3DPRESENT_INTERVAL_FOUR

The driver supports a presentation swap interval of every fourth screen refresh.

 

CursorCaps

Type: DWORD

Bit mask indicating what hardware support is available for cursors. Direct3D 9 does not define alpha-blending cursor capabilities.

Value Meaning
D3DCURSORCAPS_COLOR

A full-color cursor is supported in hardware. Specifically, this flag indicates that the driver supports at least a hardware color cursor in high-resolution modes (with scan lines greater than or equal to 400).

D3DCURSORCAPS_LOWRES

A full-color cursor is supported in hardware. Specifically, this flag indicates that the driver supports a hardware color cursor in both high-resolution and low-resolution modes (with scan lines less than 400).

 

DevCaps

Type: DWORD

Flags identifying the capabilities of the device.

Value Meaning
D3DDEVCAPS_CANBLTSYSTONONLOCAL

Device supports blits from system-memory textures to nonlocal video-memory textures.

D3DDEVCAPS_CANRENDERAFTERFLIP

Device can queue rendering commands after a page flip. Applications do not change their behavior if this flag is set; this capability means that the device is relatively fast.

D3DDEVCAPS_DRAWPRIMITIVES2

Device can support at least a DirectX 5-compliant driver.

D3DDEVCAPS_DRAWPRIMITIVES2EX

Device can support at least a DirectX 7-compliant driver.

D3DDEVCAPS_DRAWPRIMTLVERTEX

Device exports an IDirect3DDevice9::DrawPrimitive-aware hal.

D3DDEVCAPS_EXECUTESYSTEMMEMORY

Device can use execute buffers from system memory.

D3DDEVCAPS_EXECUTEVIDEOMEMORY

Device can use execute buffers from video memory.

D3DDEVCAPS_HWRASTERIZATION

Device has hardware acceleration for scene rasterization.

D3DDEVCAPS_HWTRANSFORMANDLIGHT

Device can support transformation and lighting in hardware.

D3DDEVCAPS_NPATCHES

Device supports N patches.

D3DDEVCAPS_PUREDEVICE

Device can support rasterization, transform, lighting, and shading in hardware.

D3DDEVCAPS_QUINTICRTPATCHES

Device supports quintic Bézier curves and B-splines.

D3DDEVCAPS_RTPATCHES

Device supports rectangular and triangular patches.

D3DDEVCAPS_RTPATCHHANDLEZERO

When this device capability is set, the hardware architecture does not require caching of any information, and uncached patches (handle zero) will be drawn as efficiently as cached ones. Note that setting D3DDEVCAPS_RTPATCHHANDLEZERO does not mean that a patch with handle zero can be drawn. A handle-zero patch can always be drawn whether this cap is set or not.

D3DDEVCAPS_SEPARATETEXTUREMEMORIES

Device is texturing from separate memory pools.

D3DDEVCAPS_TEXTURENONLOCALVIDMEM

Device can retrieve textures from non-local video memory.

D3DDEVCAPS_TEXTURESYSTEMMEMORY

Device can retrieve textures from system memory.

D3DDEVCAPS_TEXTUREVIDEOMEMORY

Device can retrieve textures from device memory.

D3DDEVCAPS_TLVERTEXSYSTEMMEMORY

Device can use buffers from system memory for transformed and lit vertices.

D3DDEVCAPS_TLVERTEXVIDEOMEMORY

Device can use buffers from video memory for transformed and lit vertices.

 

PrimitiveMiscCaps

Type: DWORD

Miscellaneous driver primitive capabilities. See D3DPMISCCAPS.

RasterCaps

Type: DWORD

Information on raster-drawing capabilities. This member can be one or more of the following flags.

Value Meaning
D3DPRASTERCAPS_ANISOTROPY

Device supports anisotropic filtering.

D3DPRASTERCAPS_COLORPERSPECTIVE

Device iterates colors perspective correctly.

D3DPRASTERCAPS_DITHER

Device can dither to improve color resolution.

D3DPRASTERCAPS_DEPTHBIAS

Device supports legacy depth bias. For true depth bias, see D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS.

D3DPRASTERCAPS_FOGRANGE

Device supports range-based fog. In range-based fog, the distance of an object from the viewer is used to compute fog effects, not the depth of the object (that is, the z-coordinate) in the scene.

D3DPRASTERCAPS_FOGTABLE

Device calculates the fog value by referring to a lookup table containing fog values that are indexed to the depth of a given pixel.

D3DPRASTERCAPS_FOGVERTEX

Device calculates the fog value during the lighting operation and interpolates the fog value during rasterization.

D3DPRASTERCAPS_MIPMAPLODBIAS

Device supports level-of-detail bias adjustments. These bias adjustments enable an application to make a mipmap appear crisper or less sharp than it normally would. For more information about level-of-detail bias in mipmaps, see D3DSAMP_MIPMAPLODBIAS.

D3DPRASTERCAPS_MULTISAMPLE_TOGGLE

Device supports toggling multisampling on and off between IDirect3DDevice9::BeginScene andIDirect3DDevice9::EndScene (using D3DRS_MULTISAMPLEANTIALIAS).

D3DPRASTERCAPS_SCISSORTEST

Device supports scissor test. See Scissor Test (Direct3D 9).

D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS

Device performs true slope-scale based depth bias. This is in contrast to the legacy style depth bias.

D3DPRASTERCAPS_WBUFFER

Device supports depth buffering using w.

D3DPRASTERCAPS_WFOG

Device supports w-based fog. W-based fog is used when a perspective projection matrix is specified, but affine projections still use z-based fog. The system considers a projection matrix that contains a nonzero value in the [3][4] element to be a perspective projection matrix.

D3DPRASTERCAPS_ZBUFFERLESSHSR

Device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth-buffer. This leaves more video memory for textures. The method used to perform HSR is hardware-dependent and is transparent to the application.

Z-bufferless HSR is performed if no depth-buffer surface is associated with the rendering-target surface and the depth-buffer comparison test is enabled (that is, when the state value associated with theD3DRS_ZENABLE enumeration constant is set to TRUE).

D3DPRASTERCAPS_ZFOG

Device supports z-based fog.

D3DPRASTERCAPS_ZTEST

Device can perform z-test operations. This effectively renders a primitive and indicates whether any z pixels have been rendered.

 

ZCmpCaps

Type: DWORD

Z-buffer comparison capabilities. This member can be one or more of the following flags.

Value Meaning
D3DPCMPCAPS_ALWAYS

Always pass the z-test.

D3DPCMPCAPS_EQUAL

Pass the z-test if the new z equals the current z.

D3DPCMPCAPS_GREATER

Pass the z-test if the new z is greater than the current z.

D3DPCMPCAPS_GREATEREQUAL

Pass the z-test if the new z is greater than or equal to the current z.

D3DPCMPCAPS_LESS

Pass the z-test if the new z is less than the current z.

D3DPCMPCAPS_LESSEQUAL

Pass the z-test if the new z is less than or equal to the current z.

D3DPCMPCAPS_NEVER

Always fail the z-test.

D3DPCMPCAPS_NOTEQUAL

Pass the z-test if the new z does not equal the current z.

 

SrcBlendCaps

Type: DWORD

Source-blending capabilities. This member can be one or more of the following flags. (The RGBA values of the source and destination are indicated by the subscripts s and d.)

Value Meaning
D3DPBLENDCAPS_BLENDFACTOR

The driver supports both D3DBLEND_BLENDFACTOR and D3DBLEND_INVBLENDFACTOR. See D3DBLEND.

D3DPBLENDCAPS_BOTHINVSRCALPHA

Source blend factor is (1 - As, 1 - As, 1 - As, 1 - As) and destination blend factor is (As, As, As, As); the destination blend selection is overridden.

D3DPBLENDCAPS_BOTHSRCALPHA

The driver supports the D3DBLEND_BOTHSRCALPHA blend mode. (This blend mode is obsolete. For more information, see D3DBLEND.)

D3DPBLENDCAPS_DESTALPHA

Blend factor is (Ad, Ad, Ad, Ad).

D3DPBLENDCAPS_DESTCOLOR

Blend factor is (Rd, Gd, Bd, Ad).

D3DPBLENDCAPS_INVDESTALPHA

Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad).

D3DPBLENDCAPS_INVDESTCOLOR

Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad).

D3DPBLENDCAPS_INVSRCALPHA

Blend factor is (1 - As, 1 - As, 1 - As, 1 - As).

D3DPBLENDCAPS_INVSRCCOLOR

Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As).

D3DPBLENDCAPS_INVSRCCOLOR2

Blend factor is (1 - PSOutColor[1]r, 1 - PSOutColor[1]g, 1 - PSOutColor[1]b, not used)). See Render Target Blending.

Differences between Direct3D 9 and Direct3D 9Ex:This flag is available in Direct3D 9Ex only.

 

D3DPBLENDCAPS_ONE

Blend factor is (1, 1, 1, 1).

D3DPBLENDCAPS_SRCALPHA

Blend factor is (As, As, As, As).

D3DPBLENDCAPS_SRCALPHASAT

Blend factor is (f, f, f, 1); f = min(As, 1 - Ad).

D3DPBLENDCAPS_SRCCOLOR

Blend factor is (Rs, Gs, Bs, As).

D3DPBLENDCAPS_SRCCOLOR2

Blend factor is (PSOutColor[1]r, PSOutColor[1]g, PSOutColor[1]b, not used). See Render Target Blending.

Differences between Direct3D 9 and Direct3D 9Ex:This flag is available in Direct3D 9Ex only.

 

D3DPBLENDCAPS_ZERO

Blend factor is (0, 0, 0, 0).

 

DestBlendCaps

Type: DWORD

Destination-blending capabilities. This member can be the same capabilities that are defined for the SrcBlendCaps member.

AlphaCmpCaps

Type: DWORD

Alpha-test comparison capabilities. This member can include the same capability flags defined for the ZCmpCaps member. If this member contains only the D3DPCMPCAPS_ALWAYS capability or only the D3DPCMPCAPS_NEVER capability, the driver does not support alpha tests. Otherwise, the flags identify the individual comparisons that are supported for alpha testing.

ShadeCaps

Type: DWORD

Shading operations capabilities. It is assumed, in general, that if a device supports a given command at all, it supports the D3DSHADE_FLAT mode (as specified in the D3DSHADEMODE enumerated type). This flag specifies whether the driver can also support Gouraud shading and whether alpha color components are supported. When alpha components are not supported, the alpha value of colors generated is implicitly 255. This is the maximum possible alpha (that is, the alpha component is at full intensity).

The color, specular highlights, fog, and alpha interpolants of a triangle each have capability flags that an application can use to find out how they are implemented by the device driver.

This member can be one or more of the following flags.

Value Meaning
D3DPSHADECAPS_ALPHAGOURAUDBLEND

Device can support an alpha component for Gouraud-blended transparency (the D3DSHADE_GOURAUD state for the D3DSHADEMODE enumerated type). In this mode, the alpha color component of a primitive is provided at vertices and interpolated across a face along with the other color components.

D3DPSHADECAPS_COLORGOURAUDRGB

Device can support colored Gouraud shading. In this mode, the per-vertex color components (red, green, and blue) are interpolated across a triangle face.

D3DPSHADECAPS_FOGGOURAUD

Device can support fog in the Gouraud shading mode.

D3DPSHADECAPS_SPECULARGOURAUDRGB

Device supports Gouraud shading of specular highlights.

 

TextureCaps

Type: DWORD

Miscellaneous texture-mapping capabilities. This member can be one or more of the following flags.

Value Meaning
D3DPTEXTURECAPS_ALPHA

Alpha in texture pixels is supported.

D3DPTEXTURECAPS_ALPHAPALETTE

Device can draw alpha from texture palettes.

D3DPTEXTURECAPS_CUBEMAP

Supports cube textures.

D3DPTEXTURECAPS_CUBEMAP_POW2

Device requires that cube texture maps have dimensions specified as powers of two.

D3DPTEXTURECAPS_MIPCUBEMAP

Device supports mipmapped cube textures.

D3DPTEXTURECAPS_MIPMAP

Device supports mipmapped textures.

D3DPTEXTURECAPS_MIPVOLUMEMAP

Device supports mipmapped volume textures.

D3DPTEXTURECAPS_NONPOW2CONDITIONAL

D3DPTEXTURECAPS_POW2 is also set, conditionally supports the use of 2D textures with dimensions that are not powers of two. A device that exposes this capability can use such a texture if all of the following requirements are met.

  • The texture addressing mode for the texture stage is set to D3DTADDRESS_CLAMP.
  • Texture wrapping for the texture stage is disabled (D3DRS_WRAP n set to 0).
  • Mipmapping is not in use (use magnification filter only).
  • Texture formats must not be D3DFMT_DXT1 through D3DFMT_DXT5.

If this flag is not set, and D3DPTEXTURECAPS_POW2 is also not set, then unconditional support is provided for 2D textures with dimensions that are not powers of two.

A texture that is not a power of two cannot be set at a stage that will be read based on a shader computation (such as the bem - ps and texm3x3 - ps instructions in pixel shaders versions 1_0 to 1_3). For example, these textures can be used to store bumps that will be fed into texture reads, but not the environment maps that are used in texbem - ps, texbeml - ps, and texm3x3spec - ps. This means that a texture with dimensions that are not powers of two cannot be addressed or sampled using texture coordinates computed within the shader. This type of operation is known as a dependent read and cannot be performed on these types of textures.

D3DPTEXTURECAPS_NOPROJECTEDBUMPENV

Device does not support a projected bump-environment loopkup operation in programmable and fixed function shaders.

D3DPTEXTURECAPS_PERSPECTIVE

Perspective correction texturing is supported.

D3DPTEXTURECAPS_POW2

If D3DPTEXTURECAPS_NONPOW2CONDITIONAL is not set, all textures must have widths and heights specified as powers of two. This requirement does not apply to either cube textures or volume textures.

If D3DPTEXTURECAPS_NONPOW2CONDITIONAL is also set, conditionally supports the use of 2D textures with dimensions that are not powers of two. See D3DPTEXTURECAPS_NONPOW2CONDITIONAL description.

If this flag is not set, and D3DPTEXTURECAPS_NONPOW2CONDITIONAL is also not set, then unconditional support is provided for 2D textures with dimensions that are not powers of two.

D3DPTEXTURECAPS_PROJECTED

Supports the D3DTTFF_PROJECTED texture transformation flag. When applied, the device divides transformed texture coordinates by the last texture coordinate. If this capability is present, then the projective divide occurs per pixel. If this capability is not present, but the projective divide needs to occur anyway, then it is performed on a per-vertex basis by the Direct3D runtime.

D3DPTEXTURECAPS_SQUAREONLY

All textures must be square.

D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE

Texture indices are not scaled by the texture size prior to interpolation.

D3DPTEXTURECAPS_VOLUMEMAP

Device supports volume textures.

D3DPTEXTURECAPS_VOLUMEMAP_POW2

Device requires that volume texture maps have dimensions specified as powers of two.

 

TextureFilterCaps

Type: DWORD

Texture-filtering capabilities for a texture. Per-stage filtering capabilities reflect which filtering modes are supported for texture stages when performing multiple-texture blending. This member can be any combination of the per-stage texture-filtering flags defined in D3DPTFILTERCAPS.

CubeTextureFilterCaps

Type: DWORD

Texture-filtering capabilities for a cube texture. Per-stage filtering capabilities reflect which filtering modes are supported for texture stages when performing multiple-texture blending. This member can be any combination of the per-stage texture-filtering flags defined in D3DPTFILTERCAPS.

VolumeTextureFilterCaps

Type: DWORD

Texture-filtering capabilities for a volume texture. Per-stage filtering capabilities reflect which filtering modes are supported for texture stages when performing multiple-texture blending. This member can be any combination of the per-stage texture-filtering flags defined in D3DPTFILTERCAPS.

TextureAddre*s

Type: DWORD

Texture-addressing capabilities for texture objects. This member can be one or more of the following flags.

Value Meaning
D3DPTADDRE*S_BORDER

Device supports setting coordinates outside the range [0.0, 1.0] to the border color, as specified by the D3DSAMP_BORDERCOLOR texture-stage state.

D3DPTADDRE*S_CLAMP

Device can clamp textures to addresses.

D3DPTADDRE*S_INDEPENDENTUV

Device can separate the texture-addressing modes of the u and v coordinates of the texture. This ability corresponds to the D3DSAMP_ADDRESSU and D3DSAMP_ADDRESSV render-state values.

D3DPTADDRE*S_MIRROR

Device can mirror textures to addresses.

D3DPTADDRE*S_MIRRORONCE

Device can take the absolute value of the texture coordinate (thus, mirroring around 0) and then clamp to the maximum value.

D3DPTADDRE*S_WRAP

Device can wrap textures to addresses.

 

VolumeTextureAddre*s

Type: DWORD

Texture-addressing capabilities for a volume texture. This member can be one or more of the flags defined for the TextureAddre*s member.

LineCaps

Type: DWORD

Defines the capabilities for line-drawing primitives.

Value Meaning
D3DLINECAPS_ALPHACMP

Supports alpha-test comparisons.

D3DLINECAPS_ANTIALIAS

Antialiased lines are supported.

D3DLINECAPS_BLEND

Supports source-blending.

D3DLINECAPS_FOG

Supports fog.

D3DLINECAPS_TEXTURE

Supports texture-mapping.

D3DLINECAPS_ZTEST

Supports z-buffer comparisons.

 

MaxTextureWidth

Type: DWORD

Maximum texture width for this device.

MaxTextureHeight

Type: DWORD

Maximum texture height for this device.

MaxVolumeExtent

Type: DWORD

Maximum value for any of the three dimensions (width, height, and depth) of a volume texture.

MaxTextureRepeat

Type: DWORD

This number represents the maximum range of the integer bits of the post-normalized texture coordinates. A texture coordinate is stored as a 32-bit signed integer using 27 bits to store the integer part and 5 bits for the floating point fraction. The maximum integer index, 227, is used to determine the maximum texture coordinate, depending on how the hardware does texture-coordinate scaling.

Some hardware reports the cap D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE. For this case, the device defers scaling texture coordinates by the texture size until after interpolation and application of the texture address mode, so the number of times a texture can be wrapped is given by the integer value in MaxTextureRepeat.

Less desirably, on some hardware D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE is not set and the device scales the texture coordinates by the texture size (using the highest level of detail) prior to interpolation. This limits the number of times a texture can be wrapped to MaxTextureRepeat / texture size.

For example, assume that MaxTextureRepeat is equal to 32k and the size of the texture is 4k. If the hardware sets D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE, then the number of times a texture can be wrapped is equal to MaxTextureRepeat, which is 32k in this example. Otherwise, the number of times a texture can be wrapped is equal to MaxTextureRepeat divided by texture size, which is 32k/4k in this example.

MaxTextureAspectRatio

Type: DWORD

Maximum texture aspect ratio supported by the hardware, typically a power of 2.

MaxAnisotropy

Type: DWORD

Maximum valid value for the D3DSAMP_MAXANISOTROPY texture-stage state.

MaxVertexW

Type: float

Maximum W-based depth value that the device supports.

GuardBandLeft

Type: float

Screen-space coordinate of the guard-band clipping region. Coordinates inside this rectangle but outside the viewport rectangle are automatically clipped.

GuardBandTop

Type: float

Screen-space coordinate of the guard-band clipping region. Coordinates inside this rectangle but outside the viewport rectangle are automatically clipped.

GuardBandRight

Type: float

Screen-space coordinate of the guard-band clipping region. Coordinates inside this rectangle but outside the viewport rectangle are automatically clipped.

GuardBandBottom

Type: float

Screen-space coordinate of the guard-band clipping region. Coordinates inside this rectangle but outside the viewport rectangle are automatically clipped.

ExtentsAdjust

Type: float

Number of pixels to adjust the extents rectangle outward to accommodate antialiasing kernels.

StencilCaps

Type: DWORD

Flags specifying supported stencil-buffer operations. Stencil operations are assumed to be valid for all three stencil-buffer operation render states (D3DRS_STENCILFAIL, D3DRS_STENCILPASS, and D3DRS_STENCILZFAIL).

For more information, see D3DSTENCILCAPS.

FVFCaps

Type: DWORD

Flexible vertex format capabilities.

Value Meaning
D3DFVFCAPS_DONOTSTRIPELEMENTS

It is preferable that vertex elements not be stripped. That is, if the vertex format contains elements that are not used with the current render states, there is no need to regenerate the vertices. If this capability flag is not present, stripping extraneous elements from the vertex format provides better performance.

D3DFVFCAPS_PSIZE

Point size is determined by either the render state or the vertex data. If an FVF is used, point size can come from point size data in the vertex declaration. Otherwise, point size is determined by the render state D3DRS_POINTSIZE. If the application provides point size in both (the render state and the vertex declaration), the vertex data overrides the render-state data.

D3DFVFCAPS_TEXCOORDCOUNTMASK

Masks the low WORD of FVFCaps. These bits, cast to the WORD data type, describe the total number of texture coordinate sets that the device can simultaneously use for multiple texture blending. (You can use up to eight texture coordinate sets for any vertex, but the device can blend using only the specified number of texture coordinate sets.)

 

TextureOpCaps

Type: DWORD

Combination of flags describing the texture operations supported by this device. The following flags are defined.

Value Meaning
D3DTEXOPCAPS_ADD

The D3DTOP_ADD texture-blending operation is supported.

D3DTEXOPCAPS_ADDSIGNED

The D3DTOP_ADDSIGNED texture-blending operation is supported.

D3DTEXOPCAPS_ADDSIGNED2X

The D3DTOP_ADDSIGNED2X texture-blending operation is supported.

D3DTEXOPCAPS_ADDSMOOTH

The D3DTOP_ADDSMOOTH texture-blending operation is supported.

D3DTEXOPCAPS_BLENDCURRENTALPHA

The D3DTOP_BLENDCURRENTALPHA texture-blending operation is supported.

D3DTEXOPCAPS_BLENDDIFFUSEALPHA

The D3DTOP_BLENDDIFFUSEALPHA texture-blending operation is supported.

D3DTEXOPCAPS_BLENDFACTORALPHA

The D3DTOP_BLENDFACTORALPHA texture-blending operation is supported.

D3DTEXOPCAPS_BLENDTEXTUREALPHA

The D3DTOP_BLENDTEXTUREALPHA texture-blending operation is supported.

D3DTEXOPCAPS_BLENDTEXTUREALPHAPM

The D3DTOP_BLENDTEXTUREALPHAPM texture-blending operation is supported.

D3DTEXOPCAPS_BUMPENVMAP

The D3DTOP_BUMPENVMAP texture-blending operation is supported.

D3DTEXOPCAPS_BUMPENVMAPLUMINANCE

The D3DTOP_BUMPENVMAPLUMINANCE texture-blending operation is supported.

D3DTEXOPCAPS_DISABLE

The D3DTOP_DISABLE texture-blending operation is supported.

D3DTEXOPCAPS_DOTPRODUCT3

The D3DTOP_DOTPRODUCT3 texture-blending operation is supported.

D3DTEXOPCAPS_LERP

The D3DTOP_LERP texture-blending operation is supported.

D3DTEXOPCAPS_MODULATE

The D3DTOP_MODULATE texture-blending operation is supported.

D3DTEXOPCAPS_MODULATE2X

The D3DTOP_MODULATE2X texture-blending operation is supported.

D3DTEXOPCAPS_MODULATE4X

The D3DTOP_MODULATE4X texture-blending operation is supported.

D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR

The D3DTOP_MODULATEALPHA_ADDCOLOR texture-blending operation is supported.

D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA

The D3DTOP_MODULATECOLOR_ADDALPHA texture-blending operation is supported.

D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR

The D3DTOP_MODULATEINVALPHA_ADDCOLOR texture-blending operation is supported.

D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA

The D3DTOP_MODULATEINVCOLOR_ADDALPHA texture-blending operation is supported.

D3DTEXOPCAPS_MULTIPLYADD

The D3DTOP_MULTIPLYADD texture-blending operation is supported.

D3DTEXOPCAPS_PREMODULATE

The D3DTOP_PREMODULATE texture-blending operation is supported.

D3DTEXOPCAPS_SELECTARG1

The D3DTOP_SELECTARG1 texture-blending operation is supported.

D3DTEXOPCAPS_SELECTARG2

The D3DTOP_SELECTARG2 texture-blending operation is supported.

D3DTEXOPCAPS_SUBTRACT

The D3DTOP_SUBTRACT texture-blending operation is supported.

 

MaxTextureBlendStages

Type: DWORD

Maximum number of texture-blending stages supported in the fixed function pipeline. This value is the number of blenders available. In the programmable pixel pipeline, this corresponds to the number of unique texture registers used by pixel shader instructions.

MaxSimultaneousTextures

Type: DWORD

Maximum number of textures that can be simultaneously bound to the fixed-function pipeline sampler stages. If the same texture is bound to two sampler stages, it counts as two textures.

This value has no meaning in the programmable pipeline where the number of sampler stages is determined by each pixel shader version. Each pixel shader version also determines the number of texture declaration instructions. See Pixel Shaders.

VertexProcessingCaps

Type: DWORD

Vertex processing capabilities. For a given physical device, this capability might vary across Direct3D devices depending on the parameters supplied toCreateDevice. See D3DVTXPCAPS.

MaxActiveLights

Type: DWORD

Maximum number of lights that can be active simultaneously. For a given physical device, this capability might vary across Direct3D devices depending on the parameters supplied to CreateDevice.

MaxUserClipPlanes

Type: DWORD

Maximum number of user-defined clipping planes supported. This member can be 0. For a given physical device, this capability may vary across Direct3D devices depending on the parameters supplied to CreateDevice.

MaxVertexBlendMatrices

Type: DWORD

Maximum number of matrices that this device can apply when performing multimatrix vertex blending. For a given physical device, this capability may vary across Direct3D devices depending on the parameters supplied to CreateDevice.

MaxVertexBlendMatrixIndex

Type: DWORD

DWORD value that specifies the maximum matrix index that can be indexed into using the per-vertex indices. The number of matrices is MaxVertexBlendMatrixIndex + 1, which is the size of the matrix palette. If normals are present in the vertex data that needs to be blended for lighting, then the number of matrices is half the number specified by this capability flag. If MaxVertexBlendMatrixIndex is set to zero, the driver does not support indexed vertex blending. If this value is not zero then the valid range of indices is zero through MaxVertexBlendMatrixIndex.

A zero value for MaxVertexBlendMatrixIndex indicates that the driver does not support indexed matrices.

When software vertex processing is used, 256 matrices could be used for indexed vertex blending, with or without normal blending.

For a given physical device, this capability may vary across Direct3D devices depending on the parameters supplied to CreateDevice.

MaxPointSize

Type: float

Maximum size of a point primitive. If set to 1.0f then device does not support point size control. The range is greater than or equal to 1.0f.

MaxPrimitiveCount

Type: DWORD

Maximum number of primitives for each DrawPrimitive call. There are two cases:

  • If MaxPrimitiveCount is not equal to 0xffff, you can draw at most MaxPrimitiveCount primitives with each draw call.
  • However, if MaxPrimitiveCount equals 0xffff, you can still draw at most MaxPrimitiveCount primitive, but you may also use no more than MaxPrimitiveCount unique vertices (since each primitive can potentially use three different vertices).
MaxVertexIndex

Type: DWORD

Maximum size of indices supported for hardware vertex processing. It is possible to create 32-bit index buffers; however, you will not be able to render with the index buffer unless this value is greater than 0x0000FFFF.

MaxStreams

Type: DWORD

Maximum number of concurrent data streams for SetStreamSource. The valid range is 1 to 16. Note that if this value is 0, then the driver is not a Direct3D 9 driver.

MaxStreamStride

Type: DWORD

Maximum stride for SetStreamSource.

VertexShaderVersion

Type: DWORD

Two numbers that represent the vertex shader main and sub versions. For more information about the instructions supported for each vertex shader version, see Version 1_x, Version 2_0, Version 2_0 Extended, or Version 3_0.

MaxVertexShaderConst

Type: DWORD

The number of vertex shader Vertex Shader Registers that are reserved for constants.

PixelShaderVersion

Type: DWORD

Two numbers that represent the pixel shader main and sub versions. For more information about the instructions supported for each pixel shader version, see Version 1_x, Version 2_0, Version 2_0 Extended, or Version 3_0.

PixelShader1xMaxValue

Type: float

Maximum value of pixel shader arithmetic component. This value indicates the internal range of values supported for pixel color blending operations. Within the range that they report to, implementations must allow data to pass through pixel processing unmodified (unclamped). Normally, the value of this member is an absolute value. For example, a 1.0 indicates that the range is -1.0 to 1, and an 8.0 indicates that the range is -8.0 to 8.0. The value must be >= 1.0 for any hardware that supports pixel shaders.

DevCaps2

Type: DWORD

Device driver capabilities for adaptive tessellation. For more information, see D3DDEVCAPS2

MasterAdapterOrdinal

Type: UINT

This number indicates which device is the master for this subordinate. This number is taken from the same space as the adapter values.

For multihead support, one head will be denoted the master head, and all other heads on the same card will be denoted subordinate heads. If more than one multihead adapter is present in a system, the master and its subordinates from one multihead adapter are called a group.

AdapterOrdinalInGroup

Type: UINT

This number indicates the order in which heads are referenced by the API. The value for the master adapter is always 0. These values do not correspond to the adapter ordinals. They apply only to heads within a group.

NumberOfAdaptersInGroup

Type: UINT

Number of adapters in this adapter group (only if master). This will be 1 for conventional adapters. The value will be greater than 1 for the master adapter of a multihead card. The value will be 0 for a subordinate adapter of a multihead card. Each card can have at most one master, but may have many subordinates.

DeclTypes

Type: DWORD

A combination of one or more data types contained in a vertex declaration. See D3DDTCAPS.

NumSimultaneousRTs

Type: DWORD

Number of simultaneous render targets. This number must be at least one.

StretchRectFilterCaps

Type: DWORD

Combination of constants that describe the operations supported by StretchRect. The flags that may be set in this field are:

Constant Description
D3DPTFILTERCAPS_MINFPOINT Device supports point-sample filtering for minifying rectangles. This filter type is requested by calling StretchRect using D3DTEXF_POINT.
D3DPTFILTERCAPS_MAGFPOINT Device supports point-sample filtering for magnifying rectangles. This filter type is requested by calling StretchRect using D3DTEXF_POINT.
D3DPTFILTERCAPS_MINFLINEAR Device supports bilinear interpolation filtering for minifying rectangles. This filter type is requested by calling StretchRectusing D3DTEXF_LINEAR.
D3DPTFILTERCAPS_MAGFLINEAR Device supports bilinear interpolation filtering for magnifying rectangles. This filter type is requested by callingStretchRect using D3DTEXF_LINEAR.

 

For more information, see D3DTEXTUREFILTERTYPE and D3DTEXTUREFILTERTYPE.

VS20Caps

Type: D3DVSHADERCAPS2_0

Device supports vertex shader version 2_0 extended capability. See D3DVSHADERCAPS2_0.

PS20Caps

Type: D3DPSHADERCAPS2_0

Device supports pixel shader version 2_0 extended capability. See D3DPSHADERCAPS2_0.

VertexTextureFilterCaps

Type: DWORD

Device supports vertex shader texture filter capability. See D3DPTFILTERCAPS.

MaxVShaderInstructionsExecuted

Type: DWORD

Maximum number of vertex shader instructions that can be run when using flow control. The maximum number of instructions that can be programmed is MaxVertexShader30InstructionSlots.

MaxPShaderInstructionsExecuted

Type: DWORD

Maximum number of pixel shader instructions that can be run when using flow control. The maximum number of instructions that can be programmed is MaxPixelShader30InstructionSlots.

MaxVertexShader30InstructionSlots

Type: DWORD

Maximum number of vertex shader instruction slots supported. The maximum value that can be set on this cap is 32768. Devices that support vs_3_0 are required to support at least 512 instruction slots.

MaxPixelShader30InstructionSlots

Type: DWORD

Maximum number of pixel shader instruction slots supported. The maximum value that can be set on this cap is 32768. Devices that support ps_3_0 are required to support at least 512 instruction slots.

Reserved2

Type: DWORD

Reserved.

Reserved3

Type: DWORD

Reserved.

Remarks

The MaxTextureBlendStages and MaxSimultaneousTextures members might seem similar, but they contain different information. The MaxTextureBlendStages member contains the total number of texture-blending stages supported by the current device, and the MaxSimultaneousTextures member describes how many of those stages can have textures bound to them by using the SetTexture method.

When the driver fills this structure, it can set values for execute-buffer capabilities, even when the interface being used to retrieve the capabilities (such asIDirect3DDevice9) does not support execute buffers.

In general, performance problems may occur if you use a texture and then modify it during a scene. Ensure that no texture used in the current BeginScene andEndScene block is evicted unless absolutely necessary. In the case of extremely high texture usage within a scene, the results are undefined. This occurs when you modify a texture that you have used in the scene and there is no spare texture memory available. For such systems, the contents of the z-buffer become invalid at EndScene. Applications should not call UpdateSurface to or from the back buffer on this type of hardware inside a BeginScene/EndScene pair. In addition, applications should not try to access the z-buffer if the D3DPRASTERCAPS_ZBUFFERLESSHSR capability flag is set. Finally, applications should not lock the back buffer or the z-buffer inside a BeginScene/EndScene pair.

The following flags concerning mipmapped textures are not supported in Direct3D 9.

  • D3DPTFILTERCAPS_LINEAR
  • D3DPTFILTERCAPS_LINEARMIPLINEAR
  • D3DPTFILTERCAPS_LINEARMIPNEAREST
  • D3DPTFILTERCAPS_MIPNEAREST
  • D3DPTFILTERCAPS_NEAREST

Requirements

Header

D3D9Caps.h

See also

GetDeviceCaps
GetDeviceCaps