Creates a device to represent the display adapter.
HRESULT CreateDevice( UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS * pPresentationParameters, IDirect3DDevice9 ** ppReturnedDeviceInterface );
Pointer to a D3DPRESENT_PARAMETERS structure, describing the presentation parameters for the device to be created. If BehaviorFlags specifies D3DCREATE_ADAPTERGROUP_DEVICE, pPresentationParameters is an array. Regardless of the number of heads that exist, only one depth/stencil surface is automatically created.
An unsupported refresh rate will default to the closest supported refresh rate below it. For example, if the application specifies 63 hertz, 60 hertz will be used. There are no supported refresh rates below 57 hertz.
pPresentationParameters is both an input and an output parameter. Calling this method may change several members including:
If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_DEVICELOST, D3DERR_INVALIDCALL, D3DERR_NOTAVAILABLE, D3DERR_OUTOFVIDEOMEMORY.
This method returns a fully working device interface, set to the required display mode (or windowed), and allocated with the appropriate back buffers. To begin rendering, the application needs only to create and set a depth buffer (assuming EnableAutoDepthStencil is FALSE in D3DPRESENT_PARAMETERS).
When you create a Direct3D device, you supply two different window parameters: a focus window (hFocusWindow) and a device window (the hDeviceWindow in D3DPRESENT_PARAMETERS). The purpose of each window is:
This method should not be run during the handling of WM_CREATE. An application should never pass a window handle to Direct3D while handling WM_CREATE. Any call to create, release, or reset the device must be done using the same thread as the window procedure of the focus window.
Note that D3DCREATE_HARDWARE_VERTEXPROCESSING, D3DCREATE_MIXED_VERTEXPROCESSING, and D3DCREATE_SOFTWARE_VERTEXPROCESSING are mutually exclusive flags, and at least one of these vertex processing flags must be specified when calling this method.
Back buffers created as part of the device are only lockable if D3DPRESENTFLAG_LOCKABLE_BACKBUFFER is specified in the presentation parameters. (Multisampled back buffers and depth surfaces are never lockable.)
The methods IDirect3DDevice9::Reset, IUnknown, and IDirect3DDevice9::TestCooperativeLevel must be called from the same thread that used this method to create a device.
D3DFMT_UNKNOWN can be specified for the windowed mode back buffer format when calling IDirect3D9::CreateDevice, IDirect3DDevice9::Reset, and IDirect3DDevice9::CreateAdditionalSwapChain. This means the application does not have to query the current desktop format before calling IDirect3D9::CreateDevice for windowed mode. For full-screen mode, the back buffer format must be specified.
If you attempt to create a device on a 0x0 sized window, IDirect3D9::CreateDevice will fail.
Header: Declared in D3d9.h.
Direct3DCreate9, D3DDEVICE_CREATION_PARAMETERS, IDirect3DDevice9::Reset, Multihead, Using Devices with DXUT