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dxvk/src/d3d11/d3d11_include.h

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#pragma once
#include "../dxgi/dxgi_include.h"
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#include <d3d11_1.h>
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// This is not defined in the mingw headers
#ifndef D3D11_1_UAV_SLOT_COUNT
#define D3D11_1_UAV_SLOT_COUNT 64
#endif
#ifndef D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
#define D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL 0xFFFFFFFF
#endif
#ifndef D3D11_KEEP_UNORDERED_ACCESS_VIEWS
#define D3D11_KEEP_UNORDERED_ACCESS_VIEWS 0xFFFFFFFF
#endif
#define D3D11_DXVK_USE_REMAINING_LAYERS 0xFFFFFFFF
#define D3D11_DXVK_USE_REMAINING_LEVELS 0xFFFFFFFF
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// Most of these were copied from d3d11.h
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// For some strange reason, we cannot use the structures
// directly, although others from the same header work.
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// Some structures are missing from the mingw headers.
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typedef struct D3D11_FEATURE_DATA_THREADING {
BOOL DriverConcurrentCreates;
BOOL DriverCommandLists;
} D3D11_FEATURE_DATA_THREADING;
typedef struct D3D11_FEATURE_DATA_DOUBLES {
BOOL DoublePrecisionFloatShaderOps;
} D3D11_FEATURE_DATA_DOUBLES;
typedef struct D3D11_FEATURE_DATA_FORMAT_SUPPORT {
DXGI_FORMAT InFormat;
UINT OutFormatSupport;
} D3D11_FEATURE_DATA_FORMAT_SUPPORT;
typedef struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS {
BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
} D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS;
typedef enum D3D11_BUFFEREX_SRV_FLAG {
D3D11_BUFFEREX_SRV_FLAG_RAW = 1
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} D3D11_BUFFEREX_SRV_FLAG;
typedef enum D3D11_UAV_FLAG {
D3D11_BUFFER_UAV_FLAG_RAW = 0x1,
D3D11_BUFFER_UAV_FLAG_APPEND = 0x2,
D3D11_BUFFER_UAV_FLAG_COUNTER = 0x4
} D3D11_UAV_FLAG;
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typedef struct D3D11_QUERY_DATA_PIPELINE_STATISTICS {
UINT64 IAVertices;
UINT64 IAPrimitives;
UINT64 VSInvocations;
UINT64 GSInvocations;
UINT64 GSPrimitives;
UINT64 CInvocations;
UINT64 CPrimitives;
UINT64 PSInvocations;
UINT64 HSInvocations;
UINT64 DSInvocations;
UINT64 CSInvocations;
} D3D11_QUERY_DATA_PIPELINE_STATISTICS;