adding compute pass

This commit is contained in:
2025-09-10 17:46:53 +02:00
parent 287f18402e
commit ff24a19480
17 changed files with 426 additions and 82 deletions

View File

@@ -37,6 +37,30 @@
#define CHECK_D3D11(backend, res, error) CHECK_D3D11_RETVAL(backend, res, error, )
#ifndef D3D11_ERROR_FILE_NOT_FOUND
#define D3D11_ERROR_FILE_NOT_FOUND 0x887C0002
#endif
#ifndef D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS
#define D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS 0x887C0001
#endif
#ifndef D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS
#define D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS 0x887C0003
#endif
#ifndef D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD
#define D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD 0x887C0004
#endif
#ifndef D3DERR_INVALIDCALL
#define D3DERR_INVALIDCALL 0x887A0001
#endif
#ifndef D3DERR_WASSTILLDRAWING
#define D3DERR_WASSTILLDRAWING 0x887A000A
#endif
const char* D3D11VerbaliseResult(HRESULT res);
PulseBackendFlags Direct3D11CheckSupport(PulseBackendFlags candidates, PulseShaderFormatsFlags shader_formats_used); // Returns corresponding PULSE_BACKEND enum in case of success and PULSE_BACKEND_INVALID otherwise