// Copyright (C) 2025 kanel // This file is part of "Pulse" // For conditions of distribution and use, see copyright notice in LICENSE #include #include "../../PulseInternal.h" #include "D3D11.h" #include "D3D11Device.h" PulseBackendFlags Direct3D11CheckSupport(PulseBackendFlags candidates, PulseShaderFormatsFlags shader_formats_used) { if(candidates != PULSE_BACKEND_ANY && (candidates & PULSE_BACKEND_D3D11) == 0) return PULSE_BACKEND_INVALID; if((shader_formats_used & PULSE_SHADER_FORMAT_DXBC_BIT) == 0) return PULSE_BACKEND_INVALID; return PULSE_BACKEND_D3D11; } bool Direct3D11LoadBackend(PulseBackend backend, PulseDebugLevel debug_level) { PULSE_UNUSED(backend); PULSE_UNUSED(debug_level); return true; } void Direct3D11UnloadBackend(PulseBackend backend) { } PulseBackendHandler D3D11Driver = { .PFN_LoadBackend = Direct3D11LoadBackend, .PFN_UnloadBackend = Direct3D11UnloadBackend, .PFN_CreateDevice = Direct3D11CreateDevice, .backend = PULSE_BACKEND_D3D11, .supported_shader_formats = PULSE_SHADER_FORMAT_DXBC_BIT, .driver_data = PULSE_NULLPTR };