dolphin/Source/Core/VideoBackends/D3D/D3DBase.h
Silent ff00873610
D3D11: Query for output merger logic op support and use logic op code only if supported
Previously code assumed that if DX11.1 runtime is supported, logic ops will,
but Windows 7 SP1 with a Platform Update supports DX11.1 runtime without logic ops.
This created pretty jarring visual artifacts, which now should be gone OR replaced
with much less jarring errors.
2019-07-29 16:47:39 +02:00

52 lines
1.4 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include <d3d11_1.h>
#include <d3dcompiler.h>
#include <dxgi1_5.h>
#include <vector>
#include <wrl/client.h>
#include "Common/Common.h"
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
#define CHECK(cond, Message, ...) \
if (!(cond)) \
{ \
PanicAlert("%s failed in %s at line %d: " Message, __func__, __FILE__, __LINE__, __VA_ARGS__); \
}
namespace DX11
{
using Microsoft::WRL::ComPtr;
class SwapChain;
namespace D3D
{
extern ComPtr<IDXGIFactory> dxgi_factory;
extern ComPtr<ID3D11Device> device;
extern ComPtr<ID3D11Device1> device1;
extern ComPtr<ID3D11DeviceContext> context;
extern D3D_FEATURE_LEVEL feature_level;
bool Create(u32 adapter_index, bool enable_debug_layer);
void Destroy();
// Returns a list of supported AA modes for the current device.
std::vector<u32> GetAAModes(u32 adapter_index);
// Checks for support of the given texture format.
bool SupportsTextureFormat(DXGI_FORMAT format);
// Checks for logic op support.
bool SupportsLogicOp(u32 adapter_index);
} // namespace D3D
} // namespace DX11