Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
This serves as a way to query information about the capabilies of a 3D API and the users hardware configuration. Also provide set of methods to check advanced capabilities in convenient manner. Using this class is way faster than calling to GraphicsDevice capabilities, since HardwareCaps reads values only once. A RenderPipeline should create and initialize an instance of this class during device initialization so that it will be available for use ASAP for checking caps.

Namespace: Visual3D.Graphics3D
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
public class HardwareCaps
Public Class HardwareCaps

Members

            
 All Members  Constructors   Fields   Methods  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
HardwareCaps(GraphicsDevice)
Initializes a new instance of the HardwareCaps class
AreLongPixelShadersSupported
True, if hardware supports pixel shaders of profile greater than PS_2_0.
ConstraintTextureSize(Int32%, Int32%)
Apply hardware-specific constraints to dimensions of texture or render target.
GetCapabilitiesAsString()()()()
Returns string representation of the most imporatant hardware capability flags.
GetGraphicsCardRating(Int32, Int32)
Checks whether or not given graphics card is supported by V3D. Will return true for unrecognized cards.
GetMaxMultisamplingQuality(SurfaceFormat, Boolean, MultiSampleType%, Int32%)
Returns maximum available multisample quality for given multisample type, available on graphics device for given surface format and full-screen flag.
GraphicsCardName
Name of the graphics card, if can be recognized; otherwise contains null.
GraphicsCardRating
Approximate rating of the graphics card.
GraphicsCardVendor
Identify vendor of the graphics card if it can be recognized.
IsDepthBufferFormatSupported(DepthFormat)
Check if we can use a specific surface format for depth buffers.
IsHardwareInstancingSupported
True, if hardware instancing is supported by hardware.
IsMultisampleTypeSupported(SurfaceFormat, Boolean, MultiSampleType)
Check if we can use a specific multisample type for given surface format and full-screen flag.
IsMultisampleTypeSupported(SurfaceFormat, Boolean, MultiSampleType, Int32%)
Check if we can use a specific multisample type for given surface format and full-screen flag.
IsRenderTargetFormatSupported(SurfaceFormat)
Check if we can use a specific surface format for render targets.
IsTableFogSupported
Indicate whether table (per-pixel) fog is supported by hardware natively. False for some ATI cards.
IsTextureFormatSupported(SurfaceFormat, TextureType)
Check if we can use a specific surface format for textures.
IsTextureFormatSupported(SurfaceFormat, TextureType, Boolean)
Check if we can use a specific surface format for textures.
IsVertexTextureFetchSupported
Returns true, if GPU supports VTF (Vertex Texture Fetch) and allows to use textures in vertex shaders.
MaxAnisotropyLevel
Maximum level of anisotropic texture filtering allowed on the hardware.
MaxPixelShaderProfile
Best pixel shader version supported by the hardware, as a string.
MaxSimultaneousRenderTargets
Returns a number of render targets that can be updated simultaneously (MRT count).
MaxTextureHeight
Maximum height of 2D texture, measured in pixels.
MaxTextureWidth
Maximum width of 2D texture, measured in pixels.
MaxVertexShaderProfile
Best vertex shader version supported by the hardware.
MaxVolumeTextureSize
Maximum dimension of volume texture (width, height or depth).
TextureSizeRequiresPower2
Returns true, if current hardware only allows textures of width and height that are power of 2.
TextureSizeSquareOnly
Returns true, if current hardware only allows textures if equal width and height.
TextureUnitCount
Reports on the number of texture units the graphics hardware has available.
VertexShaderTexcoordCount
Maximum number of TEXCOORD inputs for vertex shader.
VertexStreamCount
Reports on the number of vertex streams (vertex buffers simultaneously assigned to the graphics device) the graphics hardware has available.
VertexTextureUnitCount
Reports on the number of vertex shader texture units the graphics hardware has available.

Inheritance Hierarchy

System..::..Object
  Visual3D.Graphics3D..::..HardwareCaps

See Also