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    Syntax

    HRESULT CreateDevice(  [c] UINT adapter,  [in] D3DDEVTYPE device type,  [in] HWND hFocusWindow,  [in] DWORD behavior flags,  [input, output] D3DPRESENT_PARAMETERS *pView parameters,  [out, retval] IDirect3DDevice9 **ppReturnedDeviceInterface);

    Settings

    A serial number that identifies our video adapter. D3DADAPTER_DEFAULT is always the adapter’s primary flag.

    Which element is the D3DDEVTYPE enumeration type indicating the type of device required. Yes and the desired sorter is not available, the plan will fail.

    Direct3D focus window warns when an application switches from direct mode to background mode. See notes.

  • For full-screen mode, the specified window must become the top-level window.
  • For window functionality, this parameter can be NULL, as long as the hDeviceWindow element associated with pPresentationParameters has a valid non-NULL value.
  • A combination of one or more options related to creating device control options. See D3DCREATE for instructions.

    Point to a simple D3DPRESENT_PARAMETERS structure describing a parametric representation to create a device. If BehaviorFlags specifies D3DCREATE_ADAPTERGROUP_DEVICE, pPresentationParameters is a great array. The full depth/surface of the stencil is generated automatically regardless of the number of heads present.

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    For Windows 1500 and Windows XP, set the refresh rate of a full screen device in the following order:

    1. User-provided non-null key ForcedRefreshRate for laptop Or a computer if it is supported by the person’s device.
    2. A non-zero value for the application-specific refresh rate when passing the parameter.
    3. Highest desktop refresh rate if supported by the device frequently.
    4. 75 Hz if supported by this device.
    5. 60 Hz if supported by specific device.
    6. Default device.

    The unsupported refresh rate will default to the next supported refresh rate below it. For example, if an application specifies 63 Hz, 35 Hz will be used. In fact, there is no supported refresh rate below 57Hz.

    pPresentationParameters is both an input and an output parameter. Several members may change when viewing this schedule, including:

  • If BackBufferCount, BackBufferWidth, and BackBufferHeight were null before the method was called, they can be changed when the mode returns.
  • If the value of the BackBufferFormat parameter is D3DFMT_UNKNOWN, the lookup method will be called, possibly modified when the method returns.
  • Address associated with A pointer to the replaced IDirect3DDevice9 interface representing the manufactured device.

    Return Value

    createdevice directx msdn

    If the method succeeds, the specific D3D_OK value is returned. If the policy does not work, return the value, which should be one of the following: D3DERR_DEVICELOST, D3DERR_INVALIDCALL, D3DERR_NOTAVAILABLE, D3DERR_OUTOFVIDEOMEMORY.

    This method returns a fully functional device interface, currently set to the desired display (or windowed mode), along with the appropriate Ago buffers. To start rendering, the application prefers to create and set only this depth buffer (assuming EnableAutoDepthStencil in D3DPRESENT_PARAMETERS is set to FALSE).

    When you create a Direct3D device, you provide two different period parameters: a focus window (hFocusWindow) and an additional device window (hDeviceWindow with D3DPRESENT_PARAMETERS). The purpose of each ad:

  • The focus window warns Direct3D before the application switches from foreground to background warning (via Alt-Tab, full mouse click, or otherwise). One focus window extends everysmoke device created by his application.
  • The device window determines the setting and size of the screen matte. This is simply used by Direct3D when copying elements from the back buffer to the front screen during Present.
  • This method should not be executed while processing WM_CREATE. An application should never pass the right window handle to Direct3D when controlling WM_CREATE. Any calls to assist in creating, releasing, or resetting a cable decoder must be made using a real thread as the window procedure in the focus window.

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  • Note that D3DCREATE_HARDWARE_VERTEXPROCESSING, D3DCREATE_MIXED_VERTEXPROCESSING, and D3DCREATE_SOFTWARE_VERTEXPROCESSING are mutually exclusive red flags, and at least one of these vertex processing flag types must be unique when this method is called.

    Backbuffers built as part of a device are only likely to be lockable if D3DPRESENTFLAG_LOCKABLE_BACKBUFFER is specified in the presentation settings. (Multisampled return buffers and depth surfaces are not fixed.)

    Methods Reset, IUnknown and TestCooperativeLevel must be called Be from the same thread that used this method to create the device.

    D3DFMT_UNKNOWN may be different for the back barrier window format when calling CreateDevice, Reset, but CreateAdditionalSwapChain. This means that the application does not need to distinguish between the desktop format before calling CreateDevice in windowed mode. Buffer format must be specified for full screen mode.

    If you try to create a handler in window 0x0, CreateDevice will fail.

    Requirements

    Target platform Windows Title d3d9.h (including D3D9.h) Library D3D9.lib

    See See Also

  • 3 minutes of reading
  • When should I use d3dfmt_unknown when calling createdevice?

    D3DFMT_UNKNOWN must be specified for this particular window buffer format in calls to CreateDevice, Reset, and CreateAdditionalSwapChain. This means that the application does not need to successfully query the current desktop format before calling CreateDevice for windowed mode. For full screen mode, you must specify the back buffer structure.

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