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SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
45 lines
1008 B
C++
45 lines
1008 B
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <d3d11.h>
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#include <d3d11_1.h>
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#include <d3dcompiler.h>
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#include <dxgi1_5.h>
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#include <vector>
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#include <wrl/client.h>
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#include "Common/Common.h"
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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namespace DX11
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{
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using Microsoft::WRL::ComPtr;
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class SwapChain;
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namespace D3D
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{
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extern ComPtr<IDXGIFactory> dxgi_factory;
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extern ComPtr<ID3D11Device> device;
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extern ComPtr<ID3D11Device1> device1;
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extern ComPtr<ID3D11DeviceContext> context;
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extern D3D_FEATURE_LEVEL feature_level;
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bool Create(u32 adapter_index, bool enable_debug_layer);
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void Destroy();
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// Returns a list of supported AA modes for the current device.
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std::vector<u32> GetAAModes(u32 adapter_index);
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// Checks for support of the given texture format.
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bool SupportsTextureFormat(DXGI_FORMAT format);
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// Checks for logic op support.
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bool SupportsLogicOp(u32 adapter_index);
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} // namespace D3D
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} // namespace DX11
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