Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
This method is used to determine if a given depth buffering format is supported with a particular combination of front and back buffer formats.
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 Values
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
OS Versions: Windows CE 5.0 and later.
Header: D3dm.h.
Link Library: D3dm.lib, D3dmguid.lib.
See Also
IDirect3DMobile | D3DMADAPTER Values | D3DMDEVTYPE | D3DMFORMAT
Send Feedback on this topic to the authors