Diligent Engine API Reference
EngineD3D11Attribs.h
1 /* Copyright 2015-2018 Egor Yusov
2  *
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  * http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
10  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
11  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
12  *
13  * In no event and under no legal theory, whether in tort (including negligence),
14  * contract, or otherwise, unless required by applicable law (such as deliberate
15  * and grossly negligent acts) or agreed to in writing, shall any Contributor be
16  * liable for any damages, including any direct, indirect, special, incidental,
17  * or consequential damages of any character arising as a result of this License or
18  * out of the use or inability to use the software (including but not limited to damages
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22  */
23 
24 #pragma once
25 
28 
29 #include "BasicTypes.h"
30 #include "GraphicsTypes.h"
31 
32 namespace Diligent
33 {
37  enum class EngineD3D11DebugFlags : Uint32
38  {
42 
48  };
49 
52  {
56  Uint32 DebugFlags;
57 
59  DebugFlags(0)
60  {
61  #ifdef _DEBUG
63  #endif
64  }
65  };
66 }
EngineD3D11DebugFlags
Debug flags that can be specified when creating Direct3D11-based engine implementation.
Definition: EngineD3D11Attribs.h:37
Namespace for the OpenGL implementation of the graphics engine.
Definition: BufferD3D11Impl.h:34
Uint32 DebugFlags
Debug flags. See Diligent::EngineD3D11DebugFlags for a list of allowed values.
Definition: EngineD3D11Attribs.h:56
Engine creation attibutes.
Definition: GraphicsTypes.h:952
Verify that all committed cotext resources are relevant, i.e. they are consistent with the committed ...
Attributes of the Direct3D11-based engine implementation.
Definition: EngineD3D11Attribs.h:51
Before executing draw/dispatch command, verify that all required shader resources are bound to the de...