d3d9.dllCheckDepthStencilMatch
Microsoft DirectX 9.0 SDK Update (October 2004)

IDirect3D9::CheckDepthStencilMatch Method


Determines whether a depth-stencil format is compatible with a render-target format in a particular display mode.

Syntax

HRESULT CheckDepthStencilMatch(      

    UINT Adapter,     D3DDEVTYPE DeviceType,     D3DFORMAT AdapterFormat,     D3DFORMAT RenderTargetFormat,     D3DFORMAT DepthStencilFormat );

Parameters

Adapter
[in] Ordinal number denoting the display adapter to query. D3DADAPTER_DEFAULT is always the primary display adapter.
DeviceType
[in] Member of the D3DDEVTYPE enumerated type, identifying the device type.
AdapterFormat
[in] Member of the D3DFORMAT enumerated type, identifying the format of the display mode into which the adapter will be placed.
RenderTargetFormat
[in] Member of the D3DFORMAT enumerated type, identifying the format of the render-target surface to be tested.
DepthStencilFormat
[in] Member of the D3DFORMAT enumerated type, identifying the format of the depth-stencil surface to be tested.

Return Value

If the depth-stencil format is compatible with the render-target format in the display mode, this method returns D3D_OK.

D3DERR_INVALIDCALL can be returned if one or more of the parameters is invalid. If a depth-stencil format is not compatible with the render target in the display mode, then this method returns D3DERR_NOTAVAILABLE.

Remarks

This method is provided to enable applications to work with hardware requiring that certain depth formats can only work with certain render-target formats.

The behavior of this method has been changed for Microsoft DirectX 8.1. This method now pays attention to the D24x8 and D32 depth-stencil formats. The previous version assumed that these formats would always be useable with 32- or 16-bit render targets. This method will now return D3D_OK for these formats only if the device is capable of mixed-depth operations.

The following code fragment shows how you could use IDirect3D9::CheckDeviceFormat to validate a depth stencil format.

BOOL IsDepthFormatOk(D3DFORMAT DepthFormat, 
                      D3DFORMAT AdapterFormat, 
                      D3DFORMAT BackBufferFormat)
{

    // Verify that the depth format exists
    HRESULT hr = pD3D->CheckDeviceFormat(D3DADAPTER_DEFAULT,
                                         D3DDEVTYPE_HAL,
                                         AdapterFormat,
                                         D3DUSAGE_DEPTHSTENCIL,
                                         D3DRTYPE_SURFACE,
                                         DepthFormat);

    if(FAILED(hr)) return FALSE;

    // Verify that the depth format is compatible
    hr = pD3D->CheckDepthStencilMatch(D3DADAPTER_DEFAULT,
                                      D3DDEVTYPE_HAL,
                                      AdapterFormat,
                                      BackBufferFormat,
                                      DepthFormat);

    return SUCCEEDED(hr);

}

The preceding call will return FALSE if DepthFormat cannot be used in conjunction with AdapterFormat and BackBufferFormat.



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