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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