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The following macros are used to identify resource types in D3DMDEVICEFORMAT structures.
#define D3DMRTYPEFLAG_SURFACE (1 << D3DMRTYPE_SURFACE)#define D3DMRTYPEFLAG_DEPTHSTENCIL (1 << D3DMRTYPE_DEPTHSTENCIL)#define D3DMRTYPEFLAG_TEXTURE (1 << D3DMRTYPE_TEXTURE) #define D3DMRTYPEFLAG_FRONTBUFFER (1 << D3DMRTYPE_FRONTBUFFER)#define D3DMRTYPEFLAG_BACKBUFFER (1 << D3DMRTYPE_BACKBUFFER)#define D3DMRTYPEFLAG_VERTEXBUFFER (1 << D3DMRTYPE_VERTEXBUFFER)#define D3DMRTYPEFLAG_INDEXBUFFER (1 << D3DMRTYPE_INDEXBUFFER)
The following table shows the individual D3DMRTYPEFLAG values.
Value | Description |
---|---|
D3DMRTYPEFLAG_SURFACE | Indicates that the resource is a surface. |
D3DMRTYPEFLAG_DEPTHSTENCIL | Indicates that the resource is a depth and stencil buffer. |
D3DMRTYPEFLAG_TEXTURE | Indicates that the resource is a texture. |
D3DMRTYPEFLAG_FRONTBUFFER | Indicates that the resource is a front buffer. |
D3DMRTYPEFLAG_BACKBUFFER | Indicates that the resource is a back buffer. |
D3DMRTYPEFLAG_VERTEXBUFFER | Indicates that the resource is a vertex buffer. |
D3DMRTYPEFLAG_INDEXBUFFER | Indicates that the resource is an index buffer. |
Requirements
OS Versions: Windows CE 5.0
Header: D3dmddk.h.
See Also
Direct3D Mobile Driver Macros | D3DMDEVICEFORMAT
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