• B4.1.4.8.3 Texture format 8:8:8:8 alpha RGB (ARGB).
  • B4.1.4.8.4 Hardware supports Z comparison modes and Direct3D-compatible formats.
  • B4.1.4.8.5 Fog blending term is calculated on a per-pixel basis rather than per vertex.
  • B4.1.4.9 Graphics adapter uses PCI, AGP, or another high-speed bus
  • B4.1.4.10 DELETED B4.1.4.11 Graphics subsystem support for TV or DVD-Video playback, if present, meets performance requirements
  • B4.1.4.11.2 DELETED B4.1.4.11.3 DELETED
  • B4.1.4.13 – See A3.4.4.7
  • Microsoft Windows Logo Program System and Device Requirements




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    Alpha Blending Modes

    Blend mode

    Source factor

    Destination factor

    D3DBLEND_BOTHINVSRCALPHA

    Required




    D3DBLEND_BOTHSRCALPHA

    Required




    D3DBLEND_DESTALPHA

    Required

    Required

    D3DBLEND_DESTCOLOR

    Required




    D3DBLEND_INVDESTALPHA

    Required

    Required

    D3DBLEND_INVDESTCOLOR

    Required




    D3DBLEND_INVSRCALPHA

    Required

    Required

    D3DBLEND_INVSRCCOLOR




    Required

    D3DBLEND_ONE

    Required

    Required

    D3DBLEND_SRCALPHA

    Required

    Required

    [Deleted]







    D3DBLEND_SRCCOLOR




    Required

    D3DBLEND_ZERO

    Required

    Required


    B4.1.4.8.2.1.3 Lighting and fogging. These requirements include the following:

    • Flat and Gouraud shading (that is, constant and linear interpolation of per-vertex diffuse and specular color attributes). The linear interpolation need not be perspective-correct.

    • Specular highlighting through the addition of an RGB specular color, interpolated from per-vertex specular color attributes. The linear interpolation need not be perspective-correct.

    • Fog effects through blending with an arbitrary RGB fog color. The fog blending term is computed on a per-pixel rather than per-vertex basis, and is range-based (range-based fog) or depth-based (pixel fog). See Windows DDK for definition and discussion of range-based fog and pixel fog.

    B4.1.4.8.2.1.4 Driver support for triangle strips and fans. The Direct3D reference rasterizer provided in DirectX supports all of these capabilities.

    B4.1.4.8.2.1.5 Hardware complies with texture size limitations. MIP mapping requires that textures of size 1 × 1 be supported. To meet the requirements, a 3-D accelerator must support this lower limit on texture size. The texture units must support square and non-square power-of-two textures (2n × 2m) up to 1024 × 1024 for all texture operations.

    Integrated solutions must support destination alpha blending.


    B4.1.4.8.3 Texture format 8:8:8:8 alpha RGB (ARGB).

    Hardware supports texture formats. Hardware that implements 3D acceleration must support the following 2D, color texture formats:

    16 bpp nonpalletized 1:5:5:5 ARGB


    16 bpp nonpalletized 4:4:4:4 ARGB
    32 bpp nonpalletized 8:8:8:8 ARGB

    Integrated solutions must support texture format 8:8:8:8 ARGB.


    B4.1.4.8.4 Hardware supports Z comparison modes and Direct3D-compatible formats.

    The 3-D hardware must support 32-bit (24-bit Z and 8-bit stencil), unsigned, lockable Z buffer format and all Z comparison modes.

    Hardware that supports Z buffering must support clearing of the Z buffer through the DirectDraw depth-fill blt mechanism. In addition, hardware must support clearing of color, Z buffers, and destination surfaces using this method as well.


    B4.1.4.8.5 Fog blending term is calculated on a per-pixel basis rather than per vertex.

    And is either range-based (range-based fog) or depth-based (pixel fog).
    Driver support for triangle strips and fans.

    B4.1.4.8.5.1 Integrated solutions must support per-pixel fog.

    B4.1.4.8.5.2 Integrated solutions must support MODULATEALPHA texture combinations.

    Also, multitexture support with fogging and alpha blending are not required.



    Mobile PC Note: Requirements are defined in A3.4.4.7.
    B4.1.4.9 Graphics adapter uses PCI, AGP, or another high-speed bus

    B4.1.4.9.1 Equivalent of AGP 2X required for discrete solutions; AGP 1X or equivalent required for integrated solutions.

    Primary graphics adapter uses AGP or another high-speed connection. AGP requirements are defined in AGP Specification, Revision 2.0. Specific AGP requirements are as follows:



    • Discrete graphics solutions require the equivalent of AGP 2.X.

    • Integrated graphics solutions require the equivalent of AGP 1.X.

    • Other buses, such as PCI, may be used for secondary graphics adapters.
    B4.1.4.10 DELETED
    B4.1.4.11 Graphics subsystem support for TV or DVD-Video playback, if present, meets performance requirements

    If support for TV or DVD-Video playback is implemented, hardware may support video overlay surface with scaling. It is recommended that the overlay surface will be implemented using one of the required YUV formats. If the graphics adapter supports one or more video overlays, the overlay must have the following characteristic:
    B4.1.4.11.1 Size.

    Discrete Graphics solutions support 720 x 576 or larger surfaces. Mobile platforms and integrated graphics solutions support 720 × 576 or larger.
    B4.1.4.11.2 DELETED
    B4.1.4.11.3 DELETED
    B4.1.4.11.4 DELETED

    B4.1.4.11.4.1 DELETED

    B4.1.4.11.4.2 DELETED

    B4.1.4.11.4.3 DELETED

    B4.1.4.11.4.4 DELETED


    B4.1.4.12 Graphics adapter driver properly supports D3 state

    …such that Windows can hibernate and restore the system from any system-supported sleep state

    The Display Device Class Power Management Reference Specification, Version 2.0, provides definitions of the OnNow device power states (D0–D3) for display and graphics devices. The specification also covers device functionality expected in each power state and the possible wakeup event definitions for the class, if any.


    B4.1.4.13 – See A3.4.4.7
    B4.1.4.14 – See A3.4.4.7
    B4.1.4.15 Display Control Panel Extensions per DDK, with Advanced Properties tab

    “Control Panel Requirements” Windows DDK

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    Microsoft Windows Logo Program System and Device Requirements

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