Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
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.Graphics3DAssembly: 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 |
| Member | Description | |
|---|---|---|
| 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
Visual3D.Graphics3D..::..HardwareCaps