Microsoft DirectX 8.1 (C++)

VMRRenderPrefs Enumeration

The VMRRenderPrefs enumeration type is used with the IVMRFilterConfig::GetRenderingPrefs and IVMRFilterConfig::SetRenderingPrefs methods to get and set basic rendering preferences.

Requirements

Requires Microsoft® Windows® XP.

Syntax

typedef enum {
  RenderPrefs_ForceOffscreen               = 0x00000001,
  RenderPrefs_ForceOverlays                = 0x00000002,
  RenderPrefs_AllowOverlays                = 0x00000000,
  RenderPrefs_AllowOffscreen               = 0x00000000,
  RenderPrefs_DoNotRenderColorKeyAndBorder = 0x00000008,
  RenderPrefs_RestrictToInitialMonitor     = 0x00000010,
  RenderPrefs_PreferAGPMemWhenMixing       = 0x00000020,
  RenderPrefs_Mask                         = 0x0000003f
} VMRRenderPrefs;

Elements

RenderPrefs_ForceOffscreen

Indicates that the VMR should use only offscreen surfaces for rendering.

RenderPrefs_ForceOverlays

Indicates that the VMR should fail if no overlay surfaces are available.

RenderPrefs_AllowOverlays

Indicates that the VMR should use overlays if they are available. Should not be used by new applications.

RenderPrefs_AllowOffscreen

Indicates that the VMR should use offscreen surfaces if no overlays are available. Should not be used by new applications.

RenderPrefs_DoNotRenderColorKeyAndBorder

Indicates that the application is responsible for painting the color keys.

RenderPrefs_RestrictToInitialMonitor

Indicates that the VMR should output only to the initial monitor.

RenderPrefs_PreferAGPMemWhenMixing

Indicates that the VMR should attempt to use AGP memory when allocating texture surfaces.

RenderPrefs_Mask

Bitwise OR of all of the above flags

Remarks

By default the VMR tries to allocate DirectDraw texture surfaces from Video Memory and falls back to AGP memory if there is no Video Memory remaining to fulfill the allocation. In order for the VMR to use AGP memory, the graphics card must have some basic support for blitting from AGP memory to Video Memory.