Microsoft DirectX 8.1 (C++) |
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.