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Local Hooking (Windows Embedded CE 6.0)

1/6/2010

Local hooking is intended for:

  • Software based drivers.
  • Downloadable installation packages.
  • **

In the local hooking model, the application's process space includes both the Microsoft Direct3D Mobile middleware (D3dm.dll) and the Direct3D Mobile driver.

Direct3D Mobile calls are synchronized with other display driver calls only if the application specifies the D3DMCREATE_MULTITHREADED flag to IDirect3DMobile::CreateDevice.

Locally hooked drivers are not required to be thread-safe. The Direct3D Mobile middleware handles all required thread synchronization issues on behalf of the driver.

It is assumed that any locally hooked driver will provide software implementations of the rendering pipeline.

The driver interface for locally hooked drivers is the same as for remotely hooked drivers.

A locally hooked driver is identified by a registry setting (see Direct3D Mobile Driver Registry Settings).

Because the locally hooked drivers are not loaded into the graphics, windowing, and event subsystem (GWES), they do not have direct access to the hardware.

As a result, these drivers must rely on some other graphics technology, such as DirectDraw to present rendered output to the user.

The driver Graphics Device Interface (GDI) is also necessary to present rendered output to the user.

See Also

Concepts

Driver Interactions with the Direct3D Mobile Middleware

Other Resources

Display Drivers
DirectDraw Display Drivers