Microsoft DirectX 8.0 (Visual Basic)

Determining Vertex Shader Support

You can query members of D3DCAPS8 to determine the level of support for operations involving vertex shaders. The following table lists the device capabilities related to programmable vertex processing in Microsoft® DirectX® 8.0.

Device capability Description
MaxPrimitiveCount Maximum number of primitives for each DrawPrimitive call.
MaxVertexIndex Maximum size of indices supported for hardware vertex processing.
MaxStreams Maximum number of concurrent data streams.
MaxStreamStride Maximum data stream for a stride.
MaxVertexShaderConst Number of vertex shader constant registers.
VertexShaderVersion Level of support for vertex shaders.

The VertexShaderVersion capability indicates the level of vertex shader supported. Only vertex shaders with version numbers equal to or less than this value will be successfully created when calling the method Direct3DDevice8.CreateVertexShader. The level of vertex shader is specified to CreateVertexShader as the first token in the shader token stream.

The following table summarizes the supported vertex shader versions.

Version Functionality
0.0 DirectX 7.0
1.0 DirectX 8.0 without address register A0.
1.1 DirectX 8.0 with address register A0.

The only difference between support levels 1.0 and 1.1 is support for the A0 register.