Can anyone help me with these issues?
We are trying to develop D3DM hardware-based device driver and we are
somewhat lost as to where to start since this is the first time ever
developing for D3DM device driver.
OpenGL ES driver/SDK development is done and is up and running fine.
We first tried to base our effort on the given D3DM null driver from
Platform Builder for Windows CE 5.0 catalog.
That null driver looked like a good place to start until we found that all
the D3DM applications need to call;
LoadLibrary(TEXT("d3dm_nulldrv.dll"))
and register as a software device. Now this method would work fine if we
stuff all our hardware-accelerated implementations to the d3dm_nulldrv.dll
and have the application developer go through the above stages before
creating a D3DM device (CreateDevice).
The problem with this method however is that WinCE documentation states that
this method is usually for software renderer drivers and it might cause
confusion among D3DM developers.
The proper way would be not going through those
LoadLibrary/RegisterSoftwareDevice process and go directly call CreateDevice
with default adapter and default device parameters, as stated in the WinCE
documentation as a proper hardware D3DM device driver creation.
So, in order for us to start developing the clean D3DM hardware-based device
driver in place of the null driver, where would we have to start? Would this
involve coming up with our own WinCE display driver implementation? Or can
we implement D3DM only and still use the default display device driver?
Any help on this issues would be greatly appreciated. Thanks.....