From 8f94f3cf24999d99a8868528ba90357d9e09dbb5 Mon Sep 17 00:00:00 2001 From: Egor Yusov Date: Sat, 19 Oct 2019 15:22:09 -0700 Subject: Added D3D11_DEBUG_FLAG_CREATE_DEBUG_DEVICE flag --- Graphics/GraphicsEngine/interface/GraphicsTypes.h | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'Graphics/GraphicsEngine') diff --git a/Graphics/GraphicsEngine/interface/GraphicsTypes.h b/Graphics/GraphicsEngine/interface/GraphicsTypes.h index b2e53a16..11351eb6 100644 --- a/Graphics/GraphicsEngine/interface/GraphicsTypes.h +++ b/Graphics/GraphicsEngine/interface/GraphicsTypes.h @@ -1313,14 +1313,17 @@ namespace Diligent /// No debug flag D3D11_DEBUG_FLAG_NONE = 0x00, + /// Whether to create Direct3D11 debug device + D3D11_DEBUG_FLAG_CREATE_DEBUG_DEVICE = 0x01, + /// Before executing draw/dispatch command, verify that /// all required shader resources are bound to the device context - D3D11_DEBUG_FLAG_VERIFY_COMMITTED_SHADER_RESOURCES = 0x01, + D3D11_DEBUG_FLAG_VERIFY_COMMITTED_SHADER_RESOURCES = 0x02, /// Verify that all committed cotext resources are relevant, /// i.e. they are consistent with the committed resource cache. /// This is very expensive and should generally not be necessary. - D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE = 0x02 + D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE = 0x04 }; DEFINE_FLAG_ENUM_OPERATORS(D3D11_DEBUG_FLAGS) -- cgit v1.2.3