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Device.ValidateDevice Method

[This documentation is for preview only, and is subject to change in later releases. Blank topics are included as placeholders.]

Reports the device's ability to render the current texture-blending operations and arguments in a single pass.

Namespace:  Microsoft.WindowsMobile.DirectX.Direct3D
Assembly:  Microsoft.WindowsMobile.DirectX (in Microsoft.WindowsMobile.DirectX.dll)

public ValidateDeviceParams ValidateDevice()

Return Value

Type: Microsoft.WindowsMobile.DirectX.Direct3D.ValidateDeviceParams
A ValidateDeviceParams object that provides the number of passes and the result code of the validation check.

ExceptionCondition
DeviceLostException

Device has been lost and cannot be reset at this time; therefore, rendering is not possible.

DriverInternalErrorException

An internal driver error occurred. Generally, an application should shut down when it receives this error.

The ValidateDevice method should be used to validate scenarios only when other capabilities are deficient. For example, in a multistage texturing scenario, the MaxTextureBlendStages and MaxSimultaneousTextures properties could be queried to determine whether multistage texturing is possible on the device.

Current hardware does not necessarily implement all possible combinations of operations and arguments. To determine whether a particular blending operation can be performed with given arguments, set the desired blending operation and then call the ValidateDevice method.

The ValidateDevice method uses the current render states, textures, and texture-stage states to perform validation at the time of the call. Changes to these factors after the call invalidate the previous result, and the method must be called again before rendering a scene.

For best performance, call ValidateDevice at initialization time; do not use it within a render loop.

Using diffuse interpolated values, either as an argument or as an operation (Diffuse, BlendDiffuseAlpha), is rarely supported on current hardware. Most hardware can introduce iterated color data only at the last texture operation stage.

In general, specify the texture TextureColor for each stage as the first argument rather than the second argument.

Many video cards do not support the use of diffuse or scalar values at arbitrary texture stages. Often, these values are available only at the first or last texture-blending stage.

Many cards do not have a blending unit associated with the first texture that is capable of more than replicating alpha to color channels or inverting the input. Therefore, an application might need to use only the second texture stage, if possible. On such hardware, the first unit is presumed to be in its default state, in which the first color argument is set to TextureColor with the SelectArg1 operation.

Operations on the output alpha that are more intricate than, or substantially different from, the color operations are less likely to be supported.

Some hardware does not support simultaneous use of TFactor and Diffuse.

Many cards do not support simultaneous use of multiple textures and mipmapped trilinear filtering. If trilinear filtering is requested for a texture involved in multitexture blending operations and validation fails, turn off trilinear filtering and revalidate. In this case, performing multipass rendering might be a better alternative.

Windows CE, Windows Mobile for Smartphone, Windows Mobile for Pocket PC

The .NET Framework and .NET Compact Framework do not support all versions of every platform. For a list of the supported versions, see .NET Framework System Requirements.

.NET Compact Framework

Supported in: 3.5, 2.0
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