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/*
* Copyright 2019-2021 Diligent Graphics LLC
* Copyright 2015-2019 Egor Yusov
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* In no event and under no legal theory, whether in tort (including negligence),
* contract, or otherwise, unless required by applicable law (such as deliberate
* and grossly negligent acts) or agreed to in writing, shall any Contributor be
* liable for any damages, including any direct, indirect, special, incidental,
* or consequential damages of any character arising as a result of this License or
* out of the use or inability to use the software (including but not limited to damages
* for loss of goodwill, work stoppage, computer failure or malfunction, or any and
* all other commercial damages or losses), even if such Contributor has been advised
* of the possibility of such damages.
*/
#pragma once
#ifndef WIN32_LEAN_AND_MEAN
# define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
#endif
#ifndef NOMINMAX
# define NOMINMAX
#endif
#include <vector>
#include <exception>
#include <algorithm>
#include <d3d12.h>
#ifndef NTDDI_WIN10_VB // First defined in Win SDK 10.0.19041.0
# define D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_RAYS static_cast<D3D12_INDIRECT_ARGUMENT_TYPE>(D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW + 1)
# define D3D12_RAYTRACING_TIER_1_1 static_cast<D3D12_RAYTRACING_TIER>(11)
#endif
#include "PlatformDefinitions.h"
#include "Errors.hpp"
#include "RefCntAutoPtr.hpp"
#include "DebugUtilities.hpp"
#include "D3DErrors.hpp"
#include "ValidatedCast.hpp"
#include "STDAllocator.hpp"
#include <atlcomcli.h>
#if USE_D3D12_LOADER
// On Win32 we manually load d3d12.dll and get entry points,
// but UWP does not support this, so we link with d3d12.lib
# include "D3D12Loader.hpp"
#endif
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