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35 #include "../../../Primitives/interface/BasicTypes.h"
36 #include "../../../Primitives/interface/DebugOutput.h"
37 #include "../../../Primitives/interface/FlagEnum.h"
38 #include "../../../Platforms/interface/NativeWindow.h"
1155 #if DILIGENT_CPP_INTERFACE
1159 Uint8 _Stencil)noexcept :
1179 #if DILIGENT_CPP_INTERFACE
1182 return Format == rhs.
Format &&
1183 Color[0] == rhs.
Color[0] &&
1184 Color[1] == rhs.
Color[1] &&
1185 Color[2] == rhs.
Color[2] &&
1186 Color[3] == rhs.
Color[3] &&
1204 #if DILIGENT_CPP_INTERFACE
1391 #if DILIGENT_CPP_INTERFACE
1394 #if PLATFORM_ANDROID || PLATFORM_IOS
1411 ColorBufferFormat {_ColorBufferFormat },
1412 DepthBufferFormat {_DepthBufferFormat },
1413 BufferCount {_BufferCount },
1414 DefaultDepthValue {_DefaultDepthValue },
1415 DefaultStencilValue {_DefaultStencilValue},
1416 IsPrimary {_IsPrimary }
1704 #if DILIGENT_CPP_INTERFACE
1708 SeparablePrograms {State},
1709 ShaderResourceQueries {State},
1710 IndirectRendering {State},
1711 WireframeFill {State},
1712 MultithreadedResourceCreation {State},
1713 ComputeShaders {State},
1714 GeometryShaders {State},
1715 Tessellation {State},
1716 MeshShaders {State},
1718 RayTracing2 {State},
1719 BindlessResources {State},
1720 OcclusionQueries {State},
1721 BinaryOcclusionQueries {State},
1722 TimestampQueries {State},
1723 PipelineStatisticsQueries {State},
1724 DurationQueries {State},
1725 DepthBiasClamp {State},
1727 IndependentBlend {State},
1728 DualSourceBlend {State},
1729 MultiViewport {State},
1730 TextureCompressionBC {State},
1731 VertexPipelineUAVWritesAndAtomics {State},
1732 PixelUAVWritesAndAtomics {State},
1733 TextureUAVExtendedFormats {State},
1734 ShaderFloat16 {State},
1735 ResourceBuffer16BitAccess {State},
1736 UniformBuffer16BitAccess {State},
1737 ShaderInputOutput16 {State},
1739 ResourceBuffer8BitAccess {State},
1740 UniformBuffer8BitAccess {State},
1741 ShaderResourceRuntimeArray {State},
1744 # if defined(_MSC_VER) && defined(_WIN64)
1745 static_assert(
sizeof(*
this) == 35,
"Did you add a new feature to DeviceFeatures? Please handle its status above.");
1863 #if DILIGENT_CPP_INTERFACE
1892 return -MinZ * ZtoDepthScale;
1898 if (IsVulkanDevice())
1904 static constexpr
const NDCAttribs NDCAttribsVk {0.0f, 1.0f, -0.5f};
1905 return NDCAttribsVk;
1907 else if (IsD3DDevice())
1909 static constexpr
const NDCAttribs NDCAttribsD3D {0.0f, 1.0f, -0.5f};
1910 return NDCAttribsD3D;
1912 else if (IsGLDevice())
1914 static constexpr
const NDCAttribs NDCAttribsGL {-1.0f, 0.5f, 0.5f};
1915 return NDCAttribsGL;
1919 static constexpr
const NDCAttribs NDCAttribsDefault {0.0f, 1.0f, 0.5f};
1920 return NDCAttribsDefault;
2018 NativeWindow Window;
2079 static const Uint32 DEFAULT_ADAPTER_ID = 0xFFFFFFFFU;
2128 Uint32 CPUDescriptorHeapAllocationSize[4]
2129 #if DILIGENT_CPP_INTERFACE
2149 Uint32 GPUDescriptorHeapSize[2]
2150 #if DILIGENT_CPP_INTERFACE
2172 Uint32 GPUDescriptorHeapDynamicSize[2]
2173 #if DILIGENT_CPP_INTERFACE
2190 Uint32 DynamicDescriptorAllocationChunkSize[2]
2191 #if DILIGENT_CPP_INTERFACE
2213 #if DILIGENT_CPP_INTERFACE
2247 #if DILIGENT_CPP_INTERFACE
2251 Uint32 _NumSeparateSamplerDescriptors,
2252 Uint32 _NumCombinedSamplerDescriptors,
2253 Uint32 _NumSampledImageDescriptors,
2254 Uint32 _NumStorageImageDescriptors,
2255 Uint32 _NumUniformBufferDescriptors,
2256 Uint32 _NumStorageBufferDescriptors,
2257 Uint32 _NumUniformTexelBufferDescriptors,
2258 Uint32 _NumStorageTexelBufferDescriptors,
2259 Uint32 _NumInputAttachmentDescriptors,
2260 Uint32 _NumAccelStructDescriptors)noexcept :
2261 MaxDescriptorSets {_MaxDescriptorSets },
2262 NumSeparateSamplerDescriptors {_NumSeparateSamplerDescriptors },
2263 NumCombinedSamplerDescriptors {_NumCombinedSamplerDescriptors },
2264 NumSampledImageDescriptors {_NumSampledImageDescriptors },
2265 NumStorageImageDescriptors {_NumStorageImageDescriptors },
2266 NumUniformBufferDescriptors {_NumUniformBufferDescriptors },
2267 NumStorageBufferDescriptors {_NumStorageBufferDescriptors },
2268 NumUniformTexelBufferDescriptors{_NumUniformTexelBufferDescriptors},
2269 NumStorageTexelBufferDescriptors{_NumStorageTexelBufferDescriptors},
2270 NumInputAttachmentDescriptors {_NumInputAttachmentDescriptors },
2271 NumAccelStructDescriptors {_NumAccelStructDescriptors }
2303 #if DILIGENT_CPP_INTERFACE
2305 {8192, 1024, 8192, 8192, 1024, 4096, 4096, 1024, 1024, 256, 256}
2315 #if DILIGENT_CPP_INTERFACE
2317 {2048, 256, 2048, 2048, 256, 1024, 1024, 256, 256, 64, 64}
2354 #if DILIGENT_CPP_INTERFACE
2416 #if DILIGENT_CPP_INTERFACE
2430 Box{_MinX, _MaxX, _MinY, _MaxY, 0, 1}
2434 Box{_MinX, _MaxX, 0, 0, 0, 1}
2511 #if DILIGENT_CPP_INTERFACE
2512 Uint32 GetElementSize()
const
2522 Uint8 _ComponentSize,
2523 Uint8 _NumComponents,
2527 Uint8 _BlockHeight)noexcept :
2530 ComponentSize{_ComponentSize},
2532 ComponentType{_ComponentType},
2533 IsTypeless {_IsTypeless },
2534 BlockWidth {_BlockWidth },
2535 BlockHeight {_BlockHeight }
MAP_FLAGS
Special map flags.
Definition: GraphicsTypes.h:227
@ SWAP_CHAIN_USAGE_RENDER_TARGET
Swap chain can be used as render target ouput.
Definition: GraphicsTypes.h:1301
@ DIRECT3D_FEATURE_LEVEL_11_1
Feature level 11.1.
Definition: GraphicsTypes.h:2070
@ RESOURCE_DIM_TEX_3D
Three-dimensional texture.
Definition: GraphicsTypes.h:264
@ SHADER_TYPE_AMPLIFICATION
Amplification (task) shader.
Definition: GraphicsTypes.h:74
@ TEXTURE_VIEW_RENDER_TARGET
A texture view will define a render target view that will be used as the target for rendering operati...
Definition: GraphicsTypes.h:285
@ BIND_FLAGS_LAST
Definition: GraphicsTypes.h:132
@ TEX_FORMAT_D24_UNORM_S8_UINT
Two-component 32-bit format with 24 bits for unsigned-normalized-integer depth and 8 bits for stencil...
Definition: GraphicsTypes.h:525
@ RESOURCE_DIMENSION_SUPPORT_TEX_2D
Indicates if the device supports 2D textures for a particular texture format.
Definition: GraphicsTypes.h:2575
@ USAGE_STAGING
A resource that facilitates transferring data between GPU and CPU. D3D11 Counterpart: D3D11_USAGE_S...
Definition: GraphicsTypes.h:167
@ PRIMITIVE_TOPOLOGY_25_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 25 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1112
@ RESOURCE_DIM_TEX_1D
One-dimensional texture.
Definition: GraphicsTypes.h:260
@ RESOURCE_DIM_TEX_1D_ARRAY
One-dimensional texture array.
Definition: GraphicsTypes.h:261
@ TEX_FORMAT_RG16_SINT
Two-component 32-bit signed-integer format with 16-bit channels. D3D counterpart: DXGI_FORMAT_R16G1...
Definition: GraphicsTypes.h:497
@ COMPARISON_FUNC_LESS_EQUAL
Comparison passes if the source data is less than or equal to the destination data....
Definition: GraphicsTypes.h:950
DeviceObjectAttribs(const Char *_Name)
Definition: GraphicsTypes.h:1207
@ ADAPTER_VENDOR_NVIDIA
Adapter vendor is NVidia.
Definition: GraphicsTypes.h:1760
@ MISC_TEXTURE_FLAG_NONE
Definition: GraphicsTypes.h:977
@ PRIMITIVE_TOPOLOGY_13_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 13 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1064
CPU_ACCESS_FLAGS
Allowed CPU access mode flags when mapping a resource.
Definition: GraphicsTypes.h:191
@ SHADER_TYPE_RAY_GEN
Ray generation shader.
Definition: GraphicsTypes.h:76
@ PRIMITIVE_TOPOLOGY_30_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 30 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1132
@ ADAPTER_VENDOR_AMD
Adapter vendor is AMD.
Definition: GraphicsTypes.h:1763
@ TEX_FORMAT_R8_TYPELESS
Single-component 8-bit typeless format. D3D counterpart: DXGI_FORMAT_R8_TYPELESS....
Definition: GraphicsTypes.h:590
@ SURFACE_TRANSFORM_ROTATE_270
The image content is rotated 270 degrees clockwise.
Definition: GraphicsTypes.h:1330
@ VT_UINT32
Unsigned 32-bit integer.
Definition: GraphicsTypes.h:57
@ ACCESS_FLAG_INPUT_ATTACHMENT_READ
Read access to an input attachment within a render pass during fragment shading.
Definition: GraphicsTypes.h:2740
@ PRIMITIVE_TOPOLOGY_14_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 14 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1068
char Char
Definition: BasicTypes.h:64
@ PRIMITIVE_TOPOLOGY_POINT_LIST
Interpret the vertex data as a list of points. D3D counterpart: D3D_PRIMITIVE_TOPOLOGY_POINTLIST....
Definition: GraphicsTypes.h:1004
@ RESOURCE_DIM_TEX_2D_ARRAY
Two-dimensional texture array.
Definition: GraphicsTypes.h:263
@ VT_INT8
Signed 8-bit integer.
Definition: GraphicsTypes.h:52
@ ACCESS_FLAG_DEFAULT
Default access type that is determined by the resource state. For example, RESOURCE_STATE_RENDER_TARG...
Definition: GraphicsTypes.h:2808
@ TEX_FORMAT_BGRX8_TYPELESS
Four-component 32-bit typeless format that with 8 bits for each color channel, and 8 bits are unused....
Definition: GraphicsTypes.h:800
@ TEX_FORMAT_RGB32_FLOAT
Three-component 96-bit floating-point format with 32-bit channels. D3D counterpart: DXGI_FORMAT_R32...
Definition: GraphicsTypes.h:357
@ TEX_FORMAT_RG16_FLOAT
Two-component 32-bit half-precision floating-point format with 16-bit channels. D3D counterpart: DX...
Definition: GraphicsTypes.h:477
@ TEX_FORMAT_R32_FLOAT
Single-component 32-bit floating-point format. D3D counterpart: DXGI_FORMAT_R32_FLOAT....
Definition: GraphicsTypes.h:509
Uint8 Stencil
Stencil clear value.
Definition: GraphicsTypes.h:1153
Extended texture format information.
Definition: GraphicsTypes.h:2595
@ PIPELINE_STAGE_FLAG_UNDEFINED
Undefined stage.
Definition: GraphicsTypes.h:2628
@ RESOURCE_STATE_DEPTH_READ
The resource is used in a read-only depth-stencil view.
Definition: GraphicsTypes.h:2841
@ TEX_FORMAT_RGBA32_TYPELESS
Four-component 128-bit typeless format with 32-bit channels. D3D counterpart: DXGI_FORMAT_R32G32B32...
Definition: GraphicsTypes.h:335
@ TEXTURE_VIEW_NUM_VIEWS
Helper value that stores that total number of texture views.
Definition: GraphicsTypes.h:296
Attributes of the Metal-based engine implementation.
Definition: GraphicsTypes.h:2374
@ PRIMITIVE_TOPOLOGY_27_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 27 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1120
WAVE_FEATURE
Describes the wave feature types. In Vulkan backend, you should check which features are supported by...
Definition: GraphicsTypes.h:1932
@ TEX_FORMAT_R24_UNORM_X8_TYPELESS
Two-component 32-bit format with 24 bits for unsigned-normalized-integer data and 8 bits of unreferen...
Definition: GraphicsTypes.h:529
@ TEX_FORMAT_RG8_TYPELESS
Two-component 16-bit typeless format with 8-bit channels. D3D counterpart: DXGI_FORMAT_R8G8_TYPELES...
Definition: GraphicsTypes.h:538
@ BIND_UNORDERED_ACCESS
A buffer or a texture can be bound as an unordered access view.
Definition: GraphicsTypes.h:127
GraphicsAdapterInfo AdapterInfo
Adapter info, see Diligent::GraphicsAdapterInfo.
Definition: GraphicsTypes.h:1849
@ RESOURCE_DIM_NUM_DIMENSIONS
Helper value that stores the total number of texture types in the enumeration.
Definition: GraphicsTypes.h:267
@ ACCESS_FLAG_ACCELERATION_STRUCTURE_READ
Read access to an acceleration structure as part of a trace or build command.
Definition: GraphicsTypes.h:2795
@ SHADER_TYPE_DOMAIN
Domain (tessellation evaluation) shader.
Definition: GraphicsTypes.h:72
@ TEX_FORMAT_RGBA16_TYPELESS
Four-component 64-bit typeless format with 16-bit channels. D3D counterpart: DXGI_FORMAT_R16G16B16A...
Definition: GraphicsTypes.h:371
@ SHADER_TYPE_LAST
Definition: GraphicsTypes.h:82
SHADER_TYPE
Describes the shader type.
Definition: GraphicsTypes.h:65
@ TEX_FORMAT_R16_SINT
Single-component 16-bit signed-integer format. D3D counterpart: DXGI_FORMAT_R16_SINT....
Definition: GraphicsTypes.h:586
@ RENDER_DEVICE_TYPE_VULKAN
Vulkan device.
Definition: GraphicsTypes.h:1486
@ RESOURCE_STATE_CONSTANT_BUFFER
The resource is accessed as a constant (uniform) buffer.
Definition: GraphicsTypes.h:2826
USAGE
Resource usage.
Definition: GraphicsTypes.h:143
SWAP_CHAIN_USAGE_FLAGS
Defines allowed swap chain usage flags.
Definition: GraphicsTypes.h:1295
@ BIND_INPUT_ATTACHMENT
A texture can be used as render pass input attachment.
Definition: GraphicsTypes.h:129
Texture capabilities.
Definition: GraphicsTypes.h:1507
TEXTURE_ADDRESS_MODE
Texture address mode.
Definition: GraphicsTypes.h:889
@ TEX_FORMAT_RGBA16_SNORM
Four-component 64-bit signed-normalized-integer format with 16-bit channels. D3D counterpart: DXGI_...
Definition: GraphicsTypes.h:392
@ SHADER_TYPE_ALL_MESH
All mesh shading pipeline stages.
Definition: GraphicsTypes.h:92
COMPONENT_TYPE
Describes texture format component type.
Definition: GraphicsTypes.h:2444
DeviceFeatures Features
Device features. See Diligent::DeviceFeatures.
Definition: GraphicsTypes.h:1861
@ TEX_FORMAT_RG32_SINT
Two-component 64-bit signed-integer format with 32-bit channels. D3D counterpart: DXGI_FORMAT_R32G3...
Definition: GraphicsTypes.h:412
@ TEX_FORMAT_BC6H_SF16
Three-channel signed half-precision floating-point format with 16 bits per each channel....
Definition: GraphicsTypes.h:829
@ TEX_FORMAT_RGBA8_UINT
Four-component 32-bit unsigned-integer format with 8-bit channels. D3D counterpart: DXGI_FORMAT_R8G...
Definition: GraphicsTypes.h:461
@ MAP_FLAG_NONE
Definition: GraphicsTypes.h:229
@ ACCESS_FLAG_RENDER_TARGET_READ
Read access to a color render target, such as via blending, logic operations, or via certain subpass ...
Definition: GraphicsTypes.h:2750
Descriptor pool size.
Definition: GraphicsTypes.h:2233
@ RESOURCE_DIM_BUFFER
Buffer.
Definition: GraphicsTypes.h:259
@ TEX_FORMAT_BC2_TYPELESS
Four component typeless block-compression format with 1:4 compression ratio. D3D counterpart: DXGI_F...
Definition: GraphicsTypes.h:664
@ TEX_FORMAT_R32_SINT
Single-component 32-bit signed-integer format. D3D counterpart: DXGI_FORMAT_R32_SINT....
Definition: GraphicsTypes.h:517
@ TEX_FORMAT_BC1_UNORM
Four-component unsigned-normalized-integer block-compression format with 5 bits for R,...
Definition: GraphicsTypes.h:647
@ TEX_FORMAT_RG16_SNORM
Two-component 32-bit signed-normalized-integer format with 16-bit channels. D3D counterpart: DXGI_F...
Definition: GraphicsTypes.h:493
uint64_t Uint64
64-bit unsigned integer
Definition: BasicTypes.h:50
@ RESOURCE_STATE_GENERIC_READ
Definition: GraphicsTypes.h:2882
TextureCaps TexCaps
Texture capabilities. See Diligent::TextureCaps.
Definition: GraphicsTypes.h:1855
@ PIPELINE_STAGE_FLAG_HULL_SHADER
Hull shader stage.
Definition: GraphicsTypes.h:2643
@ RESOURCE_STATE_RESOLVE_SOURCE
The resource is used as the source in a resolve operation.
Definition: GraphicsTypes.h:2862
@ MAP_FLAG_DISCARD
Previous contents of the resource will be undefined. This flag is only compatible with MAP_WRITE D3D...
Definition: GraphicsTypes.h:241
@ TEX_FORMAT_RGBA8_SINT
Four-component 32-bit signed-integer format with 8-bit channels. D3D counterpart: DXGI_FORMAT_R8G8B...
Definition: GraphicsTypes.h:469
@ ADAPTER_VENDOR_QUALCOMM
Adapter vendor is Qualcomm.
Definition: GraphicsTypes.h:1772
@ ADAPTER_VENDOR_UNKNOWN
Adapter vendor is unknown.
Definition: GraphicsTypes.h:1757
@ PRIMITIVE_TOPOLOGY_TRIANGLE_LIST
Interpret the vertex data as a list of triangles. D3D counterpart: D3D_PRIMITIVE_TOPOLOGY_TRIANGLELI...
Definition: GraphicsTypes.h:996
float Float32
32-bit float
Definition: BasicTypes.h:43
FILTER_TYPE
Filter type.
Definition: GraphicsTypes.h:864
@ PIPELINE_STAGE_FLAG_PIXEL_SHADER
Pixel shader stage.
Definition: GraphicsTypes.h:2652
@ USAGE_UNIFIED
A resource residing in a unified memory (e.g. memory shared between CPU and GPU), that can be read an...
Definition: GraphicsTypes.h:179
@ PRIMITIVE_TOPOLOGY_21_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 21 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1096
VulkanDescriptorPoolSize(Uint32 _MaxDescriptorSets, Uint32 _NumSeparateSamplerDescriptors, Uint32 _NumCombinedSamplerDescriptors, Uint32 _NumSampledImageDescriptors, Uint32 _NumStorageImageDescriptors, Uint32 _NumUniformBufferDescriptors, Uint32 _NumStorageBufferDescriptors, Uint32 _NumUniformTexelBufferDescriptors, Uint32 _NumStorageTexelBufferDescriptors, Uint32 _NumInputAttachmentDescriptors, Uint32 _NumAccelStructDescriptors) noexcept
Definition: GraphicsTypes.h:2250
@ TEX_FORMAT_D32_FLOAT
Single-component 32-bit floating-point depth format. D3D counterpart: DXGI_FORMAT_D32_FLOAT....
Definition: GraphicsTypes.h:505
@ MAP_FLAG_NO_OVERWRITE
The system will not synchronize pending operations before mapping the buffer. It is responsibility of...
Definition: GraphicsTypes.h:247
@ PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of three control point patches. D3D counterpart: D3D_PRIMITIVE_T...
Definition: GraphicsTypes.h:1024
@ PIPELINE_STAGE_FLAG_VERTEX_INPUT
The stage of the pipeline where vertex and index buffers are consumed.
Definition: GraphicsTypes.h:2637
@ PIPELINE_STAGE_FLAG_ACCELERATION_STRUCTURE_BUILD
Acceleration structure build shader.
Definition: GraphicsTypes.h:2698
@ TEX_FORMAT_R11G11B10_FLOAT
Three-component 32-bit format encoding three partial precision channels using 11 bits for red and gre...
Definition: GraphicsTypes.h:445
SCANLINE_ORDER
Flags indicating the method the raster uses to create an image on a surface.
Definition: GraphicsTypes.h:1249
@ PRIMITIVE_TOPOLOGY_LINE_STRIP
Interpret the vertex data as a line strip. D3D counterpart: D3D_PRIMITIVE_TOPOLOGY_LINESTRIP....
Definition: GraphicsTypes.h:1012
@ PRIMITIVE_TOPOLOGY_10_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of ten control point patches. D3D counterpart: D3D_PRIMITIVE_TOP...
Definition: GraphicsTypes.h:1052
@ VT_INT32
Signed 32-bit integer.
Definition: GraphicsTypes.h:54
@ PRIMITIVE_TOPOLOGY_LINE_LIST
Interpret the vertex data as a list of lines. D3D counterpart: D3D_PRIMITIVE_TOPOLOGY_LINELIST....
Definition: GraphicsTypes.h:1008
PRIMITIVE_TOPOLOGY
Input primitive topology.
Definition: GraphicsTypes.h:989
@ TEX_FORMAT_NUM_FORMATS
Helper member containing the total number of texture formats in the enumeration.
Definition: GraphicsTypes.h:856
@ TEX_FORMAT_RGBA16_FLOAT
Four-component 64-bit half-precision floating-point format with 16-bit channels. D3D counterpart: D...
Definition: GraphicsTypes.h:375
@ TEXTURE_VIEW_UNORDERED_ACCESS
A texture view will define an unordered access view that will be used for unordered read/write operat...
Definition: GraphicsTypes.h:293
const float ZtoDepthScale
Definition: GraphicsTypes.h:1884
@ TEX_FORMAT_BC3_UNORM
Four-component unsigned-normalized-integer block-compression format with 5 bits for R,...
Definition: GraphicsTypes.h:699
PIPELINE_STAGE_FLAGS
Pipeline stage flags.
Definition: GraphicsTypes.h:2625
@ SHADER_TYPE_COMPUTE
Compute shader.
Definition: GraphicsTypes.h:73
@ RESOURCE_DIMENSION_SUPPORT_BUFFER
Indicates if the device supports buffer resources for a particular texture format.
Definition: GraphicsTypes.h:2566
bool operator==(const Plane3D &p1, const Plane3D &p2)
Definition: AdvancedMath.hpp:442
@ PRIMITIVE_TOPOLOGY_31_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 31 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1136
@ VT_NUM_TYPES
Helper value storing total number of types in the enumeration.
Definition: GraphicsTypes.h:60
@ WAVE_FEATURE_QUAD
Definition: GraphicsTypes.h:1942
@ TEX_FORMAT_RGB32_TYPELESS
Three-component 96-bit typeless format with 32-bit channels. D3D counterpart: DXGI_FORMAT_R32G32B32...
Definition: GraphicsTypes.h:352
@ TEX_FORMAT_RG32_UINT
Two-component 64-bit unsigned-integer format with 32-bit channels. D3D counterpart: DXGI_FORMAT_R32...
Definition: GraphicsTypes.h:408
@ PRIMITIVE_TOPOLOGY_24_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 24 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1108
float GetZtoDepthBias() const
Definition: GraphicsTypes.h:1887
@ SURFACE_TRANSFORM_IDENTITY
The image content is presented without being transformed.
Definition: GraphicsTypes.h:1321
@ PRIMITIVE_TOPOLOGY_9_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of nine control point patches. D3D counterpart: D3D_PRIMITIVE_TO...
Definition: GraphicsTypes.h:1048
@ TEX_FORMAT_BGRX8_UNORM
Four-component 32-bit unsigned-normalized-integer format with 8 bits for each color channel and 8 bit...
Definition: GraphicsTypes.h:780
@ TEX_FORMAT_RG8_UINT
Two-component 16-bit unsigned-integer format with 8-bit channels. D3D counterpart: DXGI_FORMAT_R8G8...
Definition: GraphicsTypes.h:546
@ USAGE_DYNAMIC
A resource that can be read by the GPU and written at least once per frame by the CPU....
Definition: GraphicsTypes.h:161
DebugMessageCallbackType DebugMessageCallback
Definition: AndroidDebug.cpp:60
@ VT_UNDEFINED
Undefined type.
Definition: GraphicsTypes.h:51
@ COMPARISON_FUNC_LESS
Comparison passes if the source data is less than the destination data. Direct3D counterpart: D3D11_...
Definition: GraphicsTypes.h:942
Box.
Definition: GraphicsTypes.h:2407
@ RESOURCE_DIM_TEX_CUBE_ARRAY
Cube-map array texture.
Definition: GraphicsTypes.h:266
@ ACCESS_FLAG_FRAGMENT_DENSITY_MAP_READ
Read access to a fragment density map attachment during dynamic fragment density map operations.
Definition: GraphicsTypes.h:2803
TEXTURE_VIEW_TYPE
Texture view type.
Definition: GraphicsTypes.h:274
@ TEX_FORMAT_RGBA8_SNORM
Four-component 32-bit signed-normalized-integer format with 8-bit channels. D3D counterpart: DXGI_F...
Definition: GraphicsTypes.h:465
RESOURCE_DIMENSION_SUPPORT
Describes device support of a particular resource dimension for a given texture format.
Definition: GraphicsTypes.h:2560
const NDCAttribs & GetNDCAttribs() const
Definition: GraphicsTypes.h:1896
@ SHADER_TYPE_RAY_ANY_HIT
Ray any hit shader.
Definition: GraphicsTypes.h:79
@ TEX_FORMAT_BGRA8_UNORM
Four-component 32-bit unsigned-normalized-integer format with 8 bits for each channel....
Definition: GraphicsTypes.h:775
@ WAVE_FEATURE_CLUSTERED
Definition: GraphicsTypes.h:1941
@ DIRECT3D_FEATURE_LEVEL_12_0
Feature level 12.0.
Definition: GraphicsTypes.h:2073
Attributes specific to D3D11 engine.
Definition: GraphicsTypes.h:2082
@ SCANLINE_ORDER_PROGRESSIVE
The image is created from the first scanline to the last without skipping any D3D Counterpart: DXGI_M...
Definition: GraphicsTypes.h:1257
@ RENDER_DEVICE_TYPE_METAL
Metal device (not yet implemented)
Definition: GraphicsTypes.h:1487
@ PRIMITIVE_TOPOLOGY_5_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of five control point patches. D3D counterpart: D3D_PRIMITIVE_TO...
Definition: GraphicsTypes.h:1032
@ TEX_FORMAT_A8_UNORM
Single-component 8-bit unsigned-normalized-integer format for alpha only. D3D counterpart: DXGI_FOR...
Definition: GraphicsTypes.h:611
@ ACCESS_FLAG_RENDER_TARGET_WRITE
Write access to a color render target, resolve, or depth/stencil resolve attachment during a render p...
Definition: GraphicsTypes.h:2754
@ RESOURCE_DIMENSION_SUPPORT_TEX_CUBE
Indicates if the device supports cube textures for a particular texture format.
Definition: GraphicsTypes.h:2584
Float32 Depth
Depth clear value.
Definition: GraphicsTypes.h:1151
@ FILTER_TYPE_MINIMUM_ANISOTROPIC
Minimum-anisotropic filtering (DX12 only)
Definition: GraphicsTypes.h:875
@ WAVE_FEATURE_VOTE
Definition: GraphicsTypes.h:1936
Texture sampler capabilities.
Definition: GraphicsTypes.h:1492
@ PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP
Interpret the vertex data as a triangle strip. D3D counterpart: D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP...
Definition: GraphicsTypes.h:1000
@ FILTER_TYPE_MAXIMUM_LINEAR
Maximum-linear filtering (DX12 only)
Definition: GraphicsTypes.h:877
@ TEX_FORMAT_R16_SNORM
Single-component 16-bit signed-normalized-integer format. D3D counterpart: DXGI_FORMAT_R16_SNORM....
Definition: GraphicsTypes.h:582
@ TEX_FORMAT_RGBA32_UINT
Four-component 128-bit unsigned-integer format with 32-bit channels. D3D counterpart: DXGI_FORMAT_R...
Definition: GraphicsTypes.h:343
@ FILTER_TYPE_MINIMUM_POINT
Minimum-point filtering (DX12 only)
Definition: GraphicsTypes.h:873
@ TEX_FORMAT_RG16_UINT
Two-component 32-bit unsigned-integer format with 16-bit channels. D3D counterpart: DXGI_FORMAT_R16...
Definition: GraphicsTypes.h:487
@ ACCESS_FLAG_INDIRECT_COMMAND_READ
Read access to indirect command data read as part of an indirect drawing or dispatch command.
Definition: GraphicsTypes.h:2728
@ PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 32 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1140
@ SCANLINE_ORDER_LOWER_FIELD_FIRST
The image is created beginning with the lower field D3D Counterpart: DXGI_MODE_SCANLINE_ORDER_LOWER_F...
Definition: GraphicsTypes.h:1265
@ TEX_FORMAT_BC3_UNORM_SRGB
Four-component unsigned-normalized-integer block-compression sRGB format with 5 bits for R,...
Definition: GraphicsTypes.h:708
@ RESOURCE_DIMENSION_SUPPORT_TEX_1D_ARRAY
Indicates if the device supports 1D texture arrays for a particular texture format.
Definition: GraphicsTypes.h:2572
@ TEX_FORMAT_UNKNOWN
Unknown format.
Definition: GraphicsTypes.h:331
SwapChainDesc() noexcept
Definition: GraphicsTypes.h:1392
@ SHADER_TYPE_RAY_CLOSEST_HIT
Ray closest hit shader.
Definition: GraphicsTypes.h:78
Box(Uint32 _MinX, Uint32 _MaxX) noexcept
Definition: GraphicsTypes.h:2433
@ RESOURCE_DIMENSION_SUPPORT_TEX_2D_ARRAY
Indicates if the device supports 2D texture arrays for a particular texture format.
Definition: GraphicsTypes.h:2578
@ PRIMITIVE_TOPOLOGY_23_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 23 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1104
@ QUERY_TYPE_BINARY_OCCLUSION
Acts like QUERY_TYPE_OCCLUSION except that it returns simply a binary true/false result: false indica...
Definition: GraphicsTypes.h:1458
VulkanDescriptorPoolSize() noexcept
Definition: GraphicsTypes.h:2248
Uint8 MinorVersion
Definition: DXBCUtils.cpp:68
int32_t Int32
32-bit signed integer
Definition: BasicTypes.h:46
@ FILTER_TYPE_UNKNOWN
Unknown filter type.
Definition: GraphicsTypes.h:866
@ FILTER_TYPE_COMPARISON_LINEAR
Comparison-linear filtering.
Definition: GraphicsTypes.h:871
@ D3D11_DEBUG_FLAG_NONE
No debug flag.
Definition: GraphicsTypes.h:2041
@ TEX_FORMAT_BGRA8_UNORM_SRGB
Four-component 32-bit unsigned-normalized sRGB format with 8 bits for each channel....
Definition: GraphicsTypes.h:795
@ PRIMITIVE_TOPOLOGY_29_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 29 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1128
@ TEX_FORMAT_BC4_TYPELESS
One-component typeless block-compression format with 1:2 compression ratio. D3D counterpart: DXGI_F...
Definition: GraphicsTypes.h:716
@ TEX_FORMAT_R8_UINT
Single-component 8-bit unsigned-integer format. D3D counterpart: DXGI_FORMAT_R8_UINT....
Definition: GraphicsTypes.h:598
@ PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 16 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1076
@ RESOURCE_DIMENSION_SUPPORT_TEX_CUBE_ARRAY
Indicates if the device supports cube texture arrays for a particular texture format.
Definition: GraphicsTypes.h:2587
@ ACCESS_FLAG_MEMORY_WRITE
All write accesses. It is always valid in any access mask, and is treated as equivalent to setting al...
Definition: GraphicsTypes.h:2786
@ SURFACE_TRANSFORM_OPTIMAL
Uset the most optimal surface transform.
Definition: GraphicsTypes.h:1318
@ TEX_FORMAT_R8_SINT
Single-component 8-bit signed-integer format. D3D counterpart: DXGI_FORMAT_R8_SINT....
Definition: GraphicsTypes.h:606
@ DEVICE_FEATURE_STATE_DISABLED
Device feature is disabled.
Definition: GraphicsTypes.h:1546
@ STATE_TRANSITION_TYPE_BEGIN
Begin split barrier. This mode only has effect in Direct3D12 backend, and corresponds to D3D12_RESOUR...
Definition: GraphicsTypes.h:2901
Describes common device object attributes.
Definition: GraphicsTypes.h:1196
BIND_FLAGS
Resource binding flags.
Definition: GraphicsTypes.h:115
@ TEXTURE_ADDRESS_MIRROR_ONCE
Similar to TEXTURE_ADDRESS_MIRROR and TEXTURE_ADDRESS_CLAMP. Takes the absolute value of the texture ...
Definition: GraphicsTypes.h:917
@ TEX_FORMAT_BC1_UNORM_SRGB
Four-component unsigned-normalized-integer block-compression sRGB format with 5 bits for R,...
Definition: GraphicsTypes.h:656
SURFACE_TRANSFORM
The transform applied to the image content prior to presentation.
Definition: GraphicsTypes.h:1315
@ TEX_FORMAT_BC2_UNORM
Four-component unsigned-normalized-integer block-compression format with 5 bits for R,...
Definition: GraphicsTypes.h:673
@ ACCESS_FLAG_DEPTH_STENCIL_WRITE
Write access to a depth/stencil buffer, via depth or stencil operations or via certain subpass load a...
Definition: GraphicsTypes.h:2762
@ TEX_FORMAT_R8_UNORM
Single-component 8-bit unsigned-normalized-integer format. D3D counterpart: DXGI_FORMAT_R8_UNORM....
Definition: GraphicsTypes.h:594
@ TEX_FORMAT_B5G6R5_UNORM
Three-component 16-bit unsigned-normalized-integer format with 5 bits for blue, 6 bits for green,...
Definition: GraphicsTypes.h:765
@ TEX_FORMAT_BC4_UNORM
One-component unsigned-normalized-integer block-compression format with 8 bits for R channel....
Definition: GraphicsTypes.h:725
ADAPTER_VENDOR
Graphics adapter vendor.
Definition: GraphicsTypes.h:1754
@ VT_FLOAT16
Half-precision 16-bit floating point.
Definition: GraphicsTypes.h:58
@ BIND_UNIFORM_BUFFER
A buffer can be bound as a uniform buffer.
Definition: GraphicsTypes.h:120
@ SCALING_MODE_UNSPECIFIED
Unspecified scaling. D3D Counterpart: DXGI_MODE_SCALING_UNSPECIFIED.
Definition: GraphicsTypes.h:1234
@ ACCESS_FLAG_HOST_WRITE
Write access by a host operation. Accesses of this type are not performed through a resource,...
Definition: GraphicsTypes.h:2776
@ PIPELINE_STAGE_FLAG_RAY_TRACING_SHADER
Ray tracing shader.
Definition: GraphicsTypes.h:2695
@ PIPELINE_STAGE_FLAG_DEFAULT
Default pipeline stage that is determined by the resource state. For example, RESOURCE_STATE_RENDER_T...
Definition: GraphicsTypes.h:2712
@ COMPONENT_TYPE_UNORM
Unsigned-normalized-integer component type.
Definition: GraphicsTypes.h:2456
@ VT_UINT16
Unsigned 16-bit integer.
Definition: GraphicsTypes.h:56
@ SHADER_TYPE_PIXEL
Pixel (fragment) shader.
Definition: GraphicsTypes.h:69
@ TEX_FORMAT_BC7_UNORM_SRGB
Three-component block-compression unsigned-normalized-integer sRGB format with 4 to 7 bits per color ...
Definition: GraphicsTypes.h:853
@ RESOURCE_STATE_VERTEX_BUFFER
The resource is accessed as a vertex buffer.
Definition: GraphicsTypes.h:2823
@ SCANLINE_ORDER_UPPER_FIELD_FIRST
The image is created beginning with the upper field D3D Counterpart: DXGI_MODE_SCANLINE_ORDER_UPPER_F...
Definition: GraphicsTypes.h:1261
@ COMPONENT_TYPE_COMPOUND
Compound component type (example texture formats: TEX_FORMAT_R11G11B10_FLOAT or TEX_FORMAT_RGB9E5_SHA...
Definition: GraphicsTypes.h:2474
@ COMPARISON_FUNC_NEVER
Comparison never passes. Direct3D counterpart: D3D11_COMPARISON_NEVER/D3D12_COMPARISON_FUNC_NEVER....
Definition: GraphicsTypes.h:938
@ RESOURCE_STATE_MAX_BIT
Definition: GraphicsTypes.h:2880
@ TEX_FORMAT_RGB10A2_UNORM
Four-component 32-bit unsigned-normalized-integer format with 10 bits for each color and 2 bits for a...
Definition: GraphicsTypes.h:437
@ RESOURCE_DIM_TEX_CUBE
Cube-map texture.
Definition: GraphicsTypes.h:265
bool IsVulkanDevice() const
Definition: GraphicsTypes.h:1872
DIRECT3D_FEATURE_LEVEL
Direct3D11/12 feature level.
Definition: GraphicsTypes.h:2058
@ ACCESS_FLAG_INDEX_READ
Read access to an index buffer as part of an indexed drawing command.
Definition: GraphicsTypes.h:2731
#define DILIGENT_END_NAMESPACE
Definition: CommonDefinitions.h:86
@ TEX_FORMAT_D32_FLOAT_S8X24_UINT
Two-component 64-bit format with 32-bit floating-point depth channel and 8-bit stencil channel....
Definition: GraphicsTypes.h:420
@ TEX_FORMAT_R8_SNORM
Single-component 8-bit signed-normalized-integer format. D3D counterpart: DXGI_FORMAT_R8_SNORM....
Definition: GraphicsTypes.h:602
Box() noexcept
Definition: GraphicsTypes.h:2437
@ RESOURCE_DIMENSION_SUPPORT_TEX_3D
Indicates if the device supports 3D textures for a particular texture format.
Definition: GraphicsTypes.h:2581
@ COMPARISON_FUNC_UNKNOWN
Unknown comparison function.
Definition: GraphicsTypes.h:934
DeviceFeatures() noexcept
Definition: GraphicsTypes.h:1705
@ MAP_READ_WRITE
The resource is mapped for reading and writing. D3D11 counterpart: D3D11_MAP_READ_WRITE....
Definition: GraphicsTypes.h:218
VALUE_TYPE
Value type.
Definition: GraphicsTypes.h:49
bool IsMetalDevice() const
Definition: GraphicsTypes.h:1876
@ DEVICE_FEATURE_STATE_OPTIONAL
Device feature is optional.
Definition: GraphicsTypes.h:1561
@ TEX_FORMAT_RGBA32_FLOAT
Four-component 128-bit floating-point format with 32-bit channels. D3D counterpart: DXGI_FORMAT_R32...
Definition: GraphicsTypes.h:339
@ FILTER_TYPE_POINT
Point filtering.
Definition: GraphicsTypes.h:867
@ RESOURCE_STATE_INPUT_ATTACHMENT
The resource is used as an input attachment in a render pass subpass.
Definition: GraphicsTypes.h:2865
@ TEX_FORMAT_R16_FLOAT
Single-component 16-bit half-precisoin floating-point format. D3D counterpart: DXGI_FORMAT_R16_FLOA...
Definition: GraphicsTypes.h:562
Device properties.
Definition: GraphicsTypes.h:1970
@ TEX_FORMAT_BGRA8_TYPELESS
Four-component 32-bit typeless format with 8 bits for each channel. D3D counterpart: DXGI_FORMAT_B8...
Definition: GraphicsTypes.h:790
D3D10_SB_OPERAND_NUM_COMPONENTS NumComponents
Definition: DXBCUtils.cpp:519
@ RESOURCE_STATE_RAY_TRACING
The resource is used as a top-level AS shader resource in a trace rays operation.
Definition: GraphicsTypes.h:2878
@ ADAPTER_TYPE_UNKNOWN
Adapter type is unknown.
Definition: GraphicsTypes.h:1218
@ COMPONENT_TYPE_DEPTH
Depth component type.
Definition: GraphicsTypes.h:2468
#define DILIGENT_DERIVE(TypeName)
Definition: CommonDefinitions.h:90
@ TEX_FORMAT_RGB10A2_UINT
Four-component 32-bit unsigned-integer format with 10 bits for each color and 2 bits for alpha channe...
Definition: GraphicsTypes.h:441
@ ACCESS_FLAG_SHADER_WRITE
Write access to a UAV.
Definition: GraphicsTypes.h:2746
@ FILTER_TYPE_NUM_FILTERS
Helper value that stores the total number of filter types in the enumeration.
Definition: GraphicsTypes.h:879
Display mode attributes.
Definition: GraphicsTypes.h:1269
Attributes specific to D3D12 engine.
Definition: GraphicsTypes.h:2099
@ PIPELINE_STAGE_FLAG_TRANSFER
The stage where all copy and outside-of-renderpass resolve and clear operations happen.
Definition: GraphicsTypes.h:2677
@ TEX_FORMAT_RG16_UNORM
Two-component 32-bit unsigned-normalized-integer format with 16-bit channels. D3D counterpart: DXGI...
Definition: GraphicsTypes.h:483
@ MISC_TEXTURE_FLAG_GENERATE_MIPS
Allow automatic mipmap generation with ITextureView::GenerateMips()
Definition: GraphicsTypes.h:982
@ COMPARISON_FUNC_NUM_FUNCTIONS
Helper value that stores the total number of comparison functions in the enumeration.
Definition: GraphicsTypes.h:969
@ TEX_FORMAT_RG32_TYPELESS
Two-component 64-bit typeless format with 32-bit channels. D3D counterpart: DXGI_FORMAT_R32G32_TYPE...
Definition: GraphicsTypes.h:400
RENDER_DEVICE_TYPE
Device type.
Definition: GraphicsTypes.h:1479
D3D11_DEBUG_FLAGS
Debug flags that can be specified when creating Direct3D11-based engine implementation.
Definition: GraphicsTypes.h:2038
Uint32 BufferCount
The number of buffers in the swap chain.
Definition: GraphicsTypes.h:1379
@ SHADER_TYPE_RAY_MISS
Ray miss shader.
Definition: GraphicsTypes.h:77
@ RESOURCE_STATE_RENDER_TARGET
The resource is accessed as a render target.
Definition: GraphicsTypes.h:2832
@ PIPELINE_STAGE_FLAG_TASK_SHADER
Task shader stage.
Definition: GraphicsTypes.h:2701
const D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type
Definition: PipelineStateD3D12Impl.cpp:69
TextureFormatAttribs() noexcept
Definition: GraphicsTypes.h:2539
@ TEX_FORMAT_RGB32_UINT
Three-component 96-bit unsigned-integer format with 32-bit channels. D3D counterpart: DXGI_FORMAT_R...
Definition: GraphicsTypes.h:362
@ PRIMITIVE_TOPOLOGY_NUM_TOPOLOGIES
Helper value that stores the total number of topologies in the enumeration.
Definition: GraphicsTypes.h:1143
@ ADAPTER_VENDOR_INTEL
Adapter vendor is Intel.
Definition: GraphicsTypes.h:1766
@ RESOURCE_STATE_STREAM_OUT
The resource is used as the destination for stream output.
Definition: GraphicsTypes.h:2847
@ WAVE_FEATURE_UNKNOWN
Definition: GraphicsTypes.h:1934
@ RESOURCE_DIM_UNDEFINED
Texture type undefined.
Definition: GraphicsTypes.h:258
@ CPU_ACCESS_WRITE
A resource can be mapped for writing.
Definition: GraphicsTypes.h:195
@ SWAP_CHAIN_USAGE_COPY_SOURCE
Swap chain images can be used as source of copy operation.
Definition: GraphicsTypes.h:1307
@ RESOURCE_STATE_UNDEFINED
The resource state is known to the engine, but is undefined. A resource is typically in an undefined ...
Definition: GraphicsTypes.h:2820
DeviceObjectAttribs() noexcept
Definition: GraphicsTypes.h:1205
@ RESOURCE_STATE_RESOLVE_DEST
The resource is used as the destination in a resolve operation.
Definition: GraphicsTypes.h:2859
Swap chain description.
Definition: GraphicsTypes.h:1347
uint32_t Uint32
32-bit unsigned integer
Definition: BasicTypes.h:51
@ COMPONENT_TYPE_SINT
Signed-integer component type.
Definition: GraphicsTypes.h:2462
#define DEFAULT_INITIALIZER(x)
Definition: CommonDefinitions.h:93
@ TEX_FORMAT_RGBA8_UNORM
Four-component 32-bit unsigned-normalized-integer format with 8-bit channels. D3D counterpart: DXGI...
Definition: GraphicsTypes.h:453
@ COMPARISON_FUNC_GREATER_EQUAL
Comparison passes if the source data is greater than or equal to the destination data....
Definition: GraphicsTypes.h:962
@ SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_180
The image content is mirrored horizontally, then rotated 180 degrees clockwise.
Definition: GraphicsTypes.h:1339
@ PRIMITIVE_TOPOLOGY_UNDEFINED
Undefined topology.
Definition: GraphicsTypes.h:992
@ PIPELINE_STAGE_FLAG_SHADING_RATE_TEXTURE
The stage of the pipeline where the shading rate texture is read to determine the shading rate for po...
Definition: GraphicsTypes.h:2692
@ TEX_FORMAT_BC5_SNORM
Two-component signed-normalized-integer block-compression format with 8 bits for R and 8 bits for G c...
Definition: GraphicsTypes.h:760
@ SHADER_TYPE_HULL
Hull (tessellation control) shader.
Definition: GraphicsTypes.h:71
@ TEX_FORMAT_RGB32_SINT
Three-component 96-bit signed-integer format with 32-bit channels. D3D counterpart: DXGI_FORMAT_R32...
Definition: GraphicsTypes.h:367
bool Bool
Boolean.
Definition: BasicTypes.h:59
@ ACCESS_FLAG_UNIFORM_READ
Read access to a uniform buffer.
Definition: GraphicsTypes.h:2737
@ TEX_FORMAT_BC5_TYPELESS
Two-component typeless block-compression format with 1:2 compression ratio. D3D counterpart: DXGI_F...
Definition: GraphicsTypes.h:742
@ ADAPTER_TYPE_HARDWARE
Hardware adapter.
Definition: GraphicsTypes.h:1224
@ DIRECT3D_FEATURE_LEVEL_11_0
Feature level 11.0.
Definition: GraphicsTypes.h:2067
@ TEX_FORMAT_R1_UNORM
Single-component 1-bit format. D3D counterpart: DXGI_FORMAT_R1_UNORM.
Definition: GraphicsTypes.h:616
@ MAP_WRITE
The resource is mapped for writing. D3D11 counterpart: D3D11_MAP_WRITE. OpenGL counterpart: GL_MAP_...
Definition: GraphicsTypes.h:214
@ ACCESS_FLAG_SHADING_RATE_TEXTURE_READ
Read access to a shading rate texture as part of a drawing comman.
Definition: GraphicsTypes.h:2792
ACCESS_FLAGS
Access flag.
Definition: GraphicsTypes.h:2721
@ TEXTURE_ADDRESS_MIRROR
Flip the texture at every integer junction. Direct3D Counterpart: D3D11_TEXTURE_ADDRESS_MIRROR/D3D1...
Definition: GraphicsTypes.h:900
SamplerCaps SamCaps
Texture sampling capabilities. See Diligent::SamplerCaps.
Definition: GraphicsTypes.h:1852
Describes the device features.
Definition: GraphicsTypes.h:1566
@ TEX_FORMAT_RGB10A2_TYPELESS
Four-component 32-bit typeless format with 10 bits for RGB and 2 bits for alpha channel....
Definition: GraphicsTypes.h:433
struct SwapChainDesc SwapChainDesc
Definition: GraphicsTypes.h:1421
@ TEX_FORMAT_RG32_FLOAT
Two-component 64-bit floating-point format with 32-bit channels. D3D counterpart: DXGI_FORMAT_R32G3...
Definition: GraphicsTypes.h:404
@ MAP_READ
The resource is mapped for reading. D3D11 counterpart: D3D11_MAP_READ. OpenGL counterpart: GL_MAP_R...
Definition: GraphicsTypes.h:210
@ PIPELINE_STAGE_FLAG_GEOMETRY_SHADER
Geometry shader stage.
Definition: GraphicsTypes.h:2649
@ COMPONENT_TYPE_COMPRESSED
Compressed component type.
Definition: GraphicsTypes.h:2477
@ SHADER_TYPE_UNKNOWN
Unknown shader type.
Definition: GraphicsTypes.h:67
COMPARISON_FUNCTION
Comparison function.
Definition: GraphicsTypes.h:931
@ SHADER_TYPE_RAY_INTERSECTION
Ray intersection shader.
Definition: GraphicsTypes.h:80
@ PIPELINE_STAGE_FLAG_EARLY_FRAGMENT_TESTS
The stage of the pipeline where early fragment tests (depth and stencil tests before fragment shading...
Definition: GraphicsTypes.h:2658
@ PIPELINE_STAGE_FLAG_BOTTOM_OF_PIPE
The bottom of the pipeline.
Definition: GraphicsTypes.h:2680
@ WAVE_FEATURE_ARITHMETIC
Definition: GraphicsTypes.h:1937
@ RESOURCE_STATE_UNKNOWN
The resource state is not known to the engine and is managed by the application.
Definition: GraphicsTypes.h:2817
@ DIRECT3D_FEATURE_LEVEL_10_0
Feature level 10.0.
Definition: GraphicsTypes.h:2061
@ COMPARISON_FUNC_GREATER
Comparison passes if the source data is greater than the destination data. Direct3D counterpart: 3D1...
Definition: GraphicsTypes.h:954
@ WAVE_FEATURE_BASIC
Definition: GraphicsTypes.h:1935
@ SURFACE_TRANSFORM_HORIZONTAL_MIRROR
The image content is mirrored horizontally.
Definition: GraphicsTypes.h:1333
@ ADAPTER_TYPE_SOFTWARE
Software adapter.
Definition: GraphicsTypes.h:1221
Attributes of the OpenGL-based engine implementation.
Definition: GraphicsTypes.h:2015
DeviceFeatures(DEVICE_FEATURE_STATE State) noexcept
Definition: GraphicsTypes.h:1707
@ QUERY_TYPE_DURATION
Gets the number of high-frequency counter ticks between IDeviceContext::BeginQuery and IDeviceContext...
Definition: GraphicsTypes.h:1470
Wave operation properties.
Definition: GraphicsTypes.h:1949
@ ACCESS_FLAG_NONE
No access.
Definition: GraphicsTypes.h:2724
@ BUFFER_VIEW_SHADER_RESOURCE
A buffer view will define a shader resource view that will be used as the source for the shader read ...
Definition: GraphicsTypes.h:310
@ TEX_FORMAT_RG8_SNORM
Two-component 16-bit signed-normalized-integer format with 8-bit channels. D3D counterpart: DXGI_FO...
Definition: GraphicsTypes.h:550
@ RESOURCE_STATE_BUILD_AS_WRITE
The resource is used as the target for AS building or AS copy operations.
Definition: GraphicsTypes.h:2875
@ PRIMITIVE_TOPOLOGY_18_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 18 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1084
Basic texture format description.
Definition: GraphicsTypes.h:2548
@ WAVE_FEATURE_BALLOUT
Definition: GraphicsTypes.h:1938
@ BIND_STREAM_OUTPUT
A buffer can be bound as a target for stream output stage.
Definition: GraphicsTypes.h:124
SwapChainDesc(Uint32 _Width, Uint32 _Height, TEXTURE_FORMAT _ColorBufferFormat, TEXTURE_FORMAT _DepthBufferFormat, Uint32 _BufferCount=SwapChainDesc{}.BufferCount, Float32 _DefaultDepthValue=SwapChainDesc{}.DefaultDepthValue, Uint8 _DefaultStencilValue=SwapChainDesc{}.DefaultStencilValue, bool _IsPrimary=SwapChainDesc{}.IsPrimary)
Constructor intializes the structure members with default values.
Definition: GraphicsTypes.h:1401
@ STATE_TRANSITION_TYPE_IMMEDIATE
Perform state transition immediately.
Definition: GraphicsTypes.h:2895
@ SWAP_CHAIN_USAGE_LAST
Definition: GraphicsTypes.h:1309
DeviceFeatures Features
Requested device features.
Definition: GraphicsTypes.h:2003
@ RESOURCE_DIMENSION_SUPPORT_TEX_1D
Indicates if the device supports 1D textures for a particular texture format.
Definition: GraphicsTypes.h:2569
@ SHADER_TYPE_GEOMETRY
Geometry shader.
Definition: GraphicsTypes.h:70
@ TEX_FORMAT_X32_TYPELESS_G8X24_UINT
Two-component 64-bit format with 32-bit typeless data and 8-bit G channel. D3D counterpart: DXGI_FO...
Definition: GraphicsTypes.h:429
@ QUERY_TYPE_UNDEFINED
Query type is undefined.
Definition: GraphicsTypes.h:1449
@ QUERY_TYPE_NUM_TYPES
The number of query types in the enum.
Definition: GraphicsTypes.h:1473
@ TEXTURE_ADDRESS_NUM_MODES
Helper value that stores the total number of texture address modes in the enumeration.
Definition: GraphicsTypes.h:920
@ CPU_ACCESS_READ
A resource can be mapped for reading.
Definition: GraphicsTypes.h:194
@ RESOURCE_STATE_COPY_SOURCE
The resource is used as the source in a copy operation.
Definition: GraphicsTypes.h:2856
@ PRIMITIVE_TOPOLOGY_17_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 17 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1080
@ COMPONENT_TYPE_SNORM
Signed-normalized-integer component type.
Definition: GraphicsTypes.h:2453
@ PRIMITIVE_TOPOLOGY_20_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 20 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1092
@ SHADER_TYPE_CALLABLE
Callable shader.
Definition: GraphicsTypes.h:81
@ FILTER_TYPE_ANISOTROPIC
Anisotropic filtering.
Definition: GraphicsTypes.h:869
bool IsPrimary
Indicates if this is a primary swap chain. When Present() is called for the primary swap chain,...
Definition: GraphicsTypes.h:1389
@ PRIMITIVE_TOPOLOGY_26_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 26 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1116
@ TEX_FORMAT_D16_UNORM
Single-component 16-bit unsigned-normalized-integer depth format. D3D counterpart: DXGI_FORMAT_D16_...
Definition: GraphicsTypes.h:566
Engine creation attibutes.
Definition: GraphicsTypes.h:1982
@ RESOURCE_DIM_TEX_2D
Two-dimensional texture.
Definition: GraphicsTypes.h:262
@ TEX_FORMAT_RGBA16_UNORM
Four-component 64-bit unsigned-normalized-integer format with 16-bit channels. D3D counterpart: DXG...
Definition: GraphicsTypes.h:381
@ PRIMITIVE_TOPOLOGY_12_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 12 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1060
TEXTURE_FORMAT
Texture formats.
Definition: GraphicsTypes.h:328
@ TEX_FORMAT_BC7_TYPELESS
Three-component typeless block-compression format. D3D counterpart: DXGI_FORMAT_BC7_TYPELESS....
Definition: GraphicsTypes.h:837
@ PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of one control point patches. D3D counterpart: D3D_PRIMITIVE_TOP...
Definition: GraphicsTypes.h:1016
DepthStencilClearValue(Float32 _Depth, Uint8 _Stencil) noexcept
Definition: GraphicsTypes.h:1158
@ QUERY_TYPE_OCCLUSION
Gets the number of samples that passed the depth and stencil tests in between IDeviceContext::BeginQu...
Definition: GraphicsTypes.h:1453
@ SWAP_CHAIN_USAGE_SHADER_INPUT
Swap chain images can be used as shader inputs.
Definition: GraphicsTypes.h:1304
@ COMPARISON_FUNC_NOT_EQUAL
Comparison passes if the source data is not equal to the destination data. Direct3D counterpart: D3D...
Definition: GraphicsTypes.h:958
@ PIPELINE_STAGE_FLAG_COMPUTE_SHADER
Compute shader stage.
Definition: GraphicsTypes.h:2673
#define DILIGENT_API_VERSION
Definition: APIInfo.h:33
@ RESOURCE_STATE_PRESENT
The resource is used for present.
Definition: GraphicsTypes.h:2868
@ PRIMITIVE_TOPOLOGY_15_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 15 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1072
@ FILTER_TYPE_MAXIMUM_POINT
Maximum-point filtering (DX12 only)
Definition: GraphicsTypes.h:876
@ PRIMITIVE_TOPOLOGY_7_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of seven control point patches. D3D counterpart: D3D_PRIMITIVE_T...
Definition: GraphicsTypes.h:1040
@ ACCESS_FLAG_DEPTH_STENCIL_READ
Read access to a depth/stencil buffer, via depth or stencil operations or via certain subpass load op...
Definition: GraphicsTypes.h:2758
@ FILTER_TYPE_MINIMUM_LINEAR
Minimum-linear filtering (DX12 only)
Definition: GraphicsTypes.h:874
Graphics adapter properties.
Definition: GraphicsTypes.h:1782
Box(Uint32 _MinX, Uint32 _MaxX, Uint32 _MinY, Uint32 _MaxY, Uint32 _MinZ, Uint32 _MaxZ) noexcept
Definition: GraphicsTypes.h:2417
@ TEX_FORMAT_R32_TYPELESS
Single-component 32-bit typeless format. D3D counterpart: DXGI_FORMAT_R32_TYPELESS....
Definition: GraphicsTypes.h:501
Base interface for a raw memory allocator.
Definition: MemoryAllocator.h:41
@ RESOURCE_DIMENSION_SUPPORT_NONE
The device does not support any resources for this format.
Definition: GraphicsTypes.h:2563
@ SHADER_TYPE_VERTEX
Vertex shader.
Definition: GraphicsTypes.h:68
@ PRIMITIVE_TOPOLOGY_28_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 28 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1124
@ BUFFER_VIEW_UNORDERED_ACCESS
A buffer view will define an unordered access view that will be used for unordered read/write operati...
Definition: GraphicsTypes.h:314
void(* DebugMessageCallbackType)(enum DEBUG_MESSAGE_SEVERITY Severity, const Char *Message, const Char *Function, const Char *File, int Line)
Type of the debug messag callback function.
Definition: DebugOutput.h:58
Describes invariant texture format attributes. These attributes are intrinsic to the texture format i...
Definition: GraphicsTypes.h:2483
#define DILIGENT_TYPED_ENUM(EnumName, EnumType)
Definition: CommonDefinitions.h:88
@ SURFACE_TRANSFORM_ROTATE_180
The image content is rotated 180 degrees clockwise.
Definition: GraphicsTypes.h:1327
@ TEXTURE_ADDRESS_UNKNOWN
Unknown mode.
Definition: GraphicsTypes.h:892
@ TEX_FORMAT_R16_TYPELESS
Single-component 16-bit typeless format. D3D counterpart: DXGI_FORMAT_R16_TYPELESS....
Definition: GraphicsTypes.h:558
@ TEX_FORMAT_X24_TYPELESS_G8_UINT
Two-component 32-bit format with 24 bits of unreferenced data and 8 bits of unsigned-integer data....
Definition: GraphicsTypes.h:534
Device capabilities.
Definition: GraphicsTypes.h:1833
@ RENDER_DEVICE_TYPE_D3D12
D3D12 device.
Definition: GraphicsTypes.h:1483
@ BIND_DEPTH_STENCIL
A texture can be bound as a depth-stencil target.
Definition: GraphicsTypes.h:126
@ PIPELINE_STAGE_FLAG_VERTEX_SHADER
Vertex shader stage.
Definition: GraphicsTypes.h:2640
@ PIPELINE_STAGE_FLAG_DRAW_INDIRECT
The stage of the pipeline where Draw/DispatchIndirect data structures are consumed.
Definition: GraphicsTypes.h:2634
@ TEX_FORMAT_RGBA16_SINT
Four-component 64-bit signed-integer format with 16-bit channels. D3D counterpart: DXGI_FORMAT_R16G...
Definition: GraphicsTypes.h:396
@ TEX_FORMAT_R32G8X24_TYPELESS
Two-component 64-bit typeless format with 32-bits for R channel and 8 bits for G channel....
Definition: GraphicsTypes.h:416
STATE_TRANSITION_TYPE
State transition barrier type.
Definition: GraphicsTypes.h:2892
@ SHADER_TYPE_ALL_GRAPHICS
All graphics pipeline shader stages.
Definition: GraphicsTypes.h:85
@ TEX_FORMAT_BC6H_TYPELESS
Three-component typeless block-compression format. D3D counterpart: DXGI_FORMAT_BC6H_TYPELESS....
Definition: GraphicsTypes.h:813
@ MAP_FLAG_DO_NOT_WAIT
Specifies that map operation should not wait until previous command that using the same resource comp...
Definition: GraphicsTypes.h:236
DepthStencilClearValue DepthStencil
Depth stencil clear value.
Definition: GraphicsTypes.h:1177
@ TEX_FORMAT_BC1_TYPELESS
Four-component typeless block-compression format with 1:8 compression ratio. D3D counterpart: DXGI_F...
Definition: GraphicsTypes.h:638
DEVICE_FEATURE_STATE
Device feature state.
Definition: GraphicsTypes.h:1543
@ ADAPTER_VENDOR_IMGTECH
Adapter vendor is Imagination Technologies.
Definition: GraphicsTypes.h:1775
@ PRIMITIVE_TOPOLOGY_22_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 22 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1100
uint16_t Uint16
16-bit unsigned integer
Definition: BasicTypes.h:52
@ COMPONENT_TYPE_FLOAT
Floating point component type.
Definition: GraphicsTypes.h:2450
@ WAVE_FEATURE_LAST
Definition: GraphicsTypes.h:1943
Uint8 MajorVersion
Definition: DXBCUtils.cpp:69
@ BIND_INDIRECT_DRAW_ARGS
A buffer can be bound as the source buffer for indirect draw commands.
Definition: GraphicsTypes.h:128
@ TEX_FORMAT_G8R8_G8B8_UNORM
Four-component unsigned-normalized integer format analogous to YUY2 encoding. D3D counterpart: DXGI...
Definition: GraphicsTypes.h:630
@ TEXTURE_VIEW_DEPTH_STENCIL
A texture view will define a depth stencil view that will be used as the target for rendering operati...
Definition: GraphicsTypes.h:289
QUERY_TYPE
Query type.
Definition: GraphicsTypes.h:1446
@ BIND_VERTEX_BUFFER
A buffer can be bound as a vertex buffer.
Definition: GraphicsTypes.h:118
@ TEX_FORMAT_R32_UINT
Single-component 32-bit unsigned-integer format. D3D counterpart: DXGI_FORMAT_R32_UINT....
Definition: GraphicsTypes.h:513
Defines optimized clear value.
Definition: GraphicsTypes.h:1168
@ BIND_NONE
Undefined binding.
Definition: GraphicsTypes.h:117
@ COMPARISON_FUNC_EQUAL
Comparison passes if the source data is equal to the destination data. Direct3D counterpart: D3D11_C...
Definition: GraphicsTypes.h:946
@ TEX_FORMAT_RGBA16_UINT
Four-component 64-bit unsigned-integer format with 16-bit channels. D3D counterpart: DXGI_FORMAT_R1...
Definition: GraphicsTypes.h:385
@ TEX_FORMAT_R24G8_TYPELESS
Two-component 32-bit typeless format with 24 bits for R and 8 bits for G channel. D3D counterpart: ...
Definition: GraphicsTypes.h:521
@ TEX_FORMAT_R32_FLOAT_X8X24_TYPELESS
Two-component 64-bit format with 32-bit floating-point R channel and 8+24-bits of typeless data....
Definition: GraphicsTypes.h:424
@ PRIMITIVE_TOPOLOGY_6_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of six control point patches. D3D counterpart: D3D_PRIMITIVE_TOP...
Definition: GraphicsTypes.h:1036
uint8_t Uint8
8-bit unsigned integer
Definition: BasicTypes.h:53
@ DIRECT3D_FEATURE_LEVEL_12_1
Feature level 12.1.
Definition: GraphicsTypes.h:2076
@ RENDER_DEVICE_TYPE_D3D11
D3D11 device.
Definition: GraphicsTypes.h:1482
@ BUFFER_VIEW_UNDEFINED
Undefined view type.
Definition: GraphicsTypes.h:306
@ FILTER_TYPE_LINEAR
Linear filtering.
Definition: GraphicsTypes.h:868
@ FILTER_TYPE_COMPARISON_ANISOTROPIC
Comparison-anisotropic filtering.
Definition: GraphicsTypes.h:872
@ TEX_FORMAT_BC6H_UF16
Three-component unsigned half-precision floating-point format with 16 bits for each channel....
Definition: GraphicsTypes.h:821
@ TEX_FORMAT_BC4_SNORM
One-component signed-normalized-integer block-compression format with 8 bits for R channel....
Definition: GraphicsTypes.h:734
@ RENDER_DEVICE_TYPE_GLES
OpenGLES device.
Definition: GraphicsTypes.h:1485
@ SWAP_CHAIN_USAGE_NONE
No allowed usage.
Definition: GraphicsTypes.h:1298
Float32 DefaultDepthValue
Default depth value, which is used as optimized depth clear value in D3D12.
Definition: GraphicsTypes.h:1382
@ TEX_FORMAT_RGBA8_UNORM_SRGB
Four-component 32-bit unsigned-normalized-integer sRGB format with 8-bit channels....
Definition: GraphicsTypes.h:457
@ TEXTURE_ADDRESS_CLAMP
Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0....
Definition: GraphicsTypes.h:905
@ COMPONENT_TYPE_UNDEFINED
Undefined component type.
Definition: GraphicsTypes.h:2447
@ DIRECT3D_FEATURE_LEVEL_10_1
Feature level 10.1.
Definition: GraphicsTypes.h:2064
@ TEX_FORMAT_R16_UNORM
Single-component 16-bit unsigned-normalized-integer format. D3D counterpart: DXGI_FORMAT_R16_UNORM....
Definition: GraphicsTypes.h:572
@ RESOURCE_STATE_BUILD_AS_READ
The resource is used as vertex/index/instance buffer in an AS building operation or as an acceleratio...
Definition: GraphicsTypes.h:2872
@ COMPONENT_TYPE_UNORM_SRGB
Unsigned-normalized-integer sRGB component type.
Definition: GraphicsTypes.h:2459
#define DILIGENT_BEGIN_NAMESPACE(Name)
Definition: CommonDefinitions.h:82
Definition: GraphicsTypes.h:1881
@ PIPELINE_STAGE_FLAG_CONDITIONAL_RENDERING
The stage of the pipeline where the predicate of conditional rendering is consumed.
Definition: GraphicsTypes.h:2688
@ ACCESS_FLAG_CONDITIONAL_RENDERING_READ
Read access to a predicate as part of conditional rendering.
Definition: GraphicsTypes.h:2789
@ BIND_RENDER_TARGET
A texture can be bound as a render target.
Definition: GraphicsTypes.h:125
@ ACCESS_FLAG_COPY_DST
Write access to an texture or buffer in a copy operation.
Definition: GraphicsTypes.h:2768
Float32 Color[4]
Render target clear value.
Definition: GraphicsTypes.h:1174
@ ADAPTER_VENDOR_MSFT
Adapter vendor is Microsoft (software rasterizer)
Definition: GraphicsTypes.h:1778
SCALING_MODE
Flags indicating how an image is stretched to fit a given monitor's resolution.
Definition: GraphicsTypes.h:1230
@ D3D11_DEBUG_FLAG_CREATE_DEBUG_DEVICE
Whether to create Direct3D11 debug device.
Definition: GraphicsTypes.h:2044
@ VT_FLOAT32
Full-precision 32-bit floating point.
Definition: GraphicsTypes.h:59
@ PRIMITIVE_TOPOLOGY_2_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of two control point patches. D3D counterpart: D3D_PRIMITIVE_TOP...
Definition: GraphicsTypes.h:1020
@ TEX_FORMAT_BGRX8_UNORM_SRGB
Four-component 32-bit unsigned-normalized sRGB format with 8 bits for each color channel,...
Definition: GraphicsTypes.h:805
@ QUERY_TYPE_TIMESTAMP
Gets the GPU timestamp corresponding to IDeviceContext::EndQuery call. Fot this query type IDeviceCon...
Definition: GraphicsTypes.h:1462
@ ADAPTER_VENDOR_ARM
Adapter vendor is ARM.
Definition: GraphicsTypes.h:1769
Box(Uint32 _MinX, Uint32 _MaxX, Uint32 _MinY, Uint32 _MaxY) noexcept
Definition: GraphicsTypes.h:2428
@ SURFACE_TRANSFORM_ROTATE_90
The image content is rotated 90 degrees clockwise.
Definition: GraphicsTypes.h:1324
@ RENDER_DEVICE_TYPE_GL
OpenGL device.
Definition: GraphicsTypes.h:1484
@ TEX_FORMAT_RGB9E5_SHAREDEXP
Three partial-precision floating pointer numbers sharing single exponent encoded into a 32-bit value....
Definition: GraphicsTypes.h:620
@ USAGE_NUM_USAGES
Helper value indicating the total number of elements in the enum.
Definition: GraphicsTypes.h:182
TextureFormatAttribs(const Char *_Name, TEXTURE_FORMAT _Format, Uint8 _ComponentSize, Uint8 _NumComponents, COMPONENT_TYPE _ComponentType, bool _IsTypeless, Uint8 _BlockWidth, Uint8 _BlockHeight) noexcept
Initializes the structure.
Definition: GraphicsTypes.h:2520
DEFINE_FLAG_ENUM_OPERATORS(FILE_DIALOG_FLAGS)
@ PRIMITIVE_TOPOLOGY_19_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 19 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1088
bool IsD3DDevice() const
Definition: GraphicsTypes.h:1868
@ TEX_FORMAT_RG16_TYPELESS
Two-component 32-bit typeless format with 16-bit channels. D3D counterpart: DXGI_FORMAT_R16G16_TYPE...
Definition: GraphicsTypes.h:473
@ BIND_RAY_TRACING
A buffer can be used as a scratch buffer or as the source of primitive data for acceleration structur...
Definition: GraphicsTypes.h:130
@ PIPELINE_STAGE_FLAG_FRAGMENT_DENSITY_PROCESS
Definition: GraphicsTypes.h:2707
@ FILTER_TYPE_COMPARISON_POINT
Comparison-point filtering.
Definition: GraphicsTypes.h:870
@ PRIMITIVE_TOPOLOGY_11_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of 11 control point patches. D3D counterpart: D3D_PRIMITIVE_TOPO...
Definition: GraphicsTypes.h:1056
bool IsGLDevice() const
Definition: GraphicsTypes.h:1864
const float YtoVScale
Definition: GraphicsTypes.h:1885
@ PRIMITIVE_TOPOLOGY_8_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of eight control point patches. D3D counterpart: D3D_PRIMITIVE_T...
Definition: GraphicsTypes.h:1044
@ TEX_FORMAT_BC7_UNORM
Three-component block-compression unsigned-normalized-integer format with 4 to 7 bits per color chann...
Definition: GraphicsTypes.h:845
@ ACCESS_FLAG_MEMORY_READ
All read accesses. It is always valid in any access mask, and is treated as equivalent to setting all...
Definition: GraphicsTypes.h:2781
RESOURCE_STATE
Resource usage state.
Definition: GraphicsTypes.h:2814
@ D3D11_DEBUG_FLAG_VERIFY_COMMITTED_SHADER_RESOURCES
Before executing draw/dispatch command, verify that all required shader resources are bound to the de...
Definition: GraphicsTypes.h:2048
@ COMPONENT_TYPE_DEPTH_STENCIL
Depth-stencil component type.
Definition: GraphicsTypes.h:2471
@ COMPONENT_TYPE_UINT
Unsigned-integer component type.
Definition: GraphicsTypes.h:2465
RESOURCE_DIMENSION
Describes resource dimension.
Definition: GraphicsTypes.h:256
@ RENDER_DEVICE_TYPE_UNDEFINED
Undefined device.
Definition: GraphicsTypes.h:1481
@ RESOURCE_STATE_INDEX_BUFFER
The resource is accessed as an index buffer.
Definition: GraphicsTypes.h:2829
@ COMPARISON_FUNC_ALWAYS
Comparison always passes. Direct3D counterpart: D3D11_COMPARISON_ALWAYS/D3D12_COMPARISON_FUNC_ALWAY...
Definition: GraphicsTypes.h:966
@ VT_INT16
Signed 16-bit integer.
Definition: GraphicsTypes.h:53
@ TEX_FORMAT_B5G5R5A1_UNORM
Four-component 16-bit unsigned-normalized-integer format with 5 bits for each color channel and 1-bit...
Definition: GraphicsTypes.h:770
@ DEVICE_FEATURE_STATE_ENABLED
Device feature is enabled.
Definition: GraphicsTypes.h:1553
Uint8 DefaultStencilValue
Default stencil value, which is used as optimized stencil clear value in D3D12.
Definition: GraphicsTypes.h:1385
@ SCALING_MODE_STRETCHED
Specifies stretched scaling. D3D Counterpart: DXGI_MODE_SCALING_STRETCHED.
Definition: GraphicsTypes.h:1243
@ ACCESS_FLAG_COPY_SRC
Read access to an texture or buffer in a copy operation.
Definition: GraphicsTypes.h:2765
@ RESOURCE_STATE_UNORDERED_ACCESS
The resource is used for unordered access.
Definition: GraphicsTypes.h:2835
@ TEX_FORMAT_R10G10B10_XR_BIAS_A2_UNORM
Four-component 32-bit 2.8-biased fixed-point format with 10 bits for each color channel and 2-bit alp...
Definition: GraphicsTypes.h:785
BUFFER_VIEW_TYPE
Buffer view type.
Definition: GraphicsTypes.h:303
@ BIND_INDEX_BUFFER
A buffer can be bound as an index buffer.
Definition: GraphicsTypes.h:119
@ WAVE_FEATURE_SHUFFLE_RELATIVE
Definition: GraphicsTypes.h:1940
@ FILTER_TYPE_MAXIMUM_ANISOTROPIC
Maximum-anisotropic filtering (DX12 only)
Definition: GraphicsTypes.h:878
Defines optimized depth-stencil clear value.
Definition: GraphicsTypes.h:1148
ADAPTER_TYPE
Hardware adapter type.
Definition: GraphicsTypes.h:1215
@ ACCESS_FLAG_SHADER_READ
Read access from a shader resource, formatted buffer, UAV.
Definition: GraphicsTypes.h:2743
MAP_TYPE
Resource mapping type.
Definition: GraphicsTypes.h:206
@ PIPELINE_STAGE_FLAG_RENDER_TARGET
The stage of the pipeline after blending where the final color values are output from the pipeline....
Definition: GraphicsTypes.h:2670
@ PIPELINE_STAGE_FLAG_HOST
A pseudo-stage indicating execution on the host of reads/writes of device memory. This stage is not i...
Definition: GraphicsTypes.h:2685
@ TEX_FORMAT_RG8_SINT
Two-component 16-bit signed-integer format with 8-bit channels. D3D counterpart: DXGI_FORMAT_R8G8_S...
Definition: GraphicsTypes.h:554
@ TEXTURE_VIEW_UNDEFINED
Undefined view type.
Definition: GraphicsTypes.h:277
@ TEX_FORMAT_RG8_B8G8_UNORM
Four-component unsigned-normalized integer format analogous to UYVY encoding. D3D counterpart: DXGI...
Definition: GraphicsTypes.h:625
@ TEX_FORMAT_R16_UINT
Single-component 16-bit unsigned-integer format. D3D counterpart: DXGI_FORMAT_R16_UINT....
Definition: GraphicsTypes.h:576
@ TEX_FORMAT_RGBA32_SINT
Four-component 128-bit signed-integer format with 32-bit channels. D3D counterpart: DXGI_FORMAT_R32...
Definition: GraphicsTypes.h:347
MISC_TEXTURE_FLAGS
Miscellaneous texture flags.
Definition: GraphicsTypes.h:975
@ TEX_FORMAT_BC3_TYPELESS
Four-component typeless block-compression format with 1:4 compression ratio. D3D counterpart: DXGI_F...
Definition: GraphicsTypes.h:690
@ STATE_TRANSITION_TYPE_END
End split barrier. This mode only has effect in Direct3D12 backend, and corresponds to D3D12_RESOURCE...
Definition: GraphicsTypes.h:2907
Attributes specific to Vulkan engine.
Definition: GraphicsTypes.h:2282
@ TEX_FORMAT_RGBA8_TYPELESS
Four-component 32-bit typeless format with 8-bit channels. D3D counterpart: DXGI_FORMAT_R8G8B8A8_TY...
Definition: GraphicsTypes.h:449
@ TEX_FORMAT_RG8_UNORM
Two-component 16-bit unsigned-normalized-integer format with 8-bit channels. D3D counterpart: DXGI_...
Definition: GraphicsTypes.h:542
@ D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE
Verify that all committed cotext resources are relevant, i.e. they are consistent with the committed ...
Definition: GraphicsTypes.h:2053
@ CPU_ACCESS_NONE
No CPU access.
Definition: GraphicsTypes.h:193
@ ACCESS_FLAG_HOST_READ
Read access by a host operation. Accesses of this type are not performed through a resource,...
Definition: GraphicsTypes.h:2772
@ QUERY_TYPE_PIPELINE_STATISTICS
Gets pipeline statistics, such as the number of pixel shader invocations in between IDeviceContext::B...
Definition: GraphicsTypes.h:1466
@ USAGE_IMMUTABLE
A resource that can only be read by the GPU. It cannot be written by the GPU, and cannot be accessed ...
Definition: GraphicsTypes.h:150
@ SHADER_TYPE_MESH
Mesh shader.
Definition: GraphicsTypes.h:75
@ PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST
Interpret the vertex data as a list of four control point patches. D3D counterpart: D3D_PRIMITIVE_TO...
Definition: GraphicsTypes.h:1028
@ ACCESS_FLAG_ACCELERATION_STRUCTURE_WRITE
Write access to an acceleration structure or acceleration structure scratch buffer as part of a build...
Definition: GraphicsTypes.h:2799
@ TEXTURE_ADDRESS_WRAP
Tile the texture at every integer junction. Direct3D Counterpart: D3D11_TEXTURE_ADDRESS_WRAP/D3D12_...
Definition: GraphicsTypes.h:896
@ RESOURCE_STATE_DEPTH_WRITE
The resource is used in a writable depth-stencil view or in clear operation.
Definition: GraphicsTypes.h:2838
@ TEXTURE_VIEW_SHADER_RESOURCE
A texture view will define a shader resource view that will be used as the source for the shader read...
Definition: GraphicsTypes.h:281
@ RESOURCE_STATE_INDIRECT_ARGUMENT
The resource is used as an indirect draw/dispatch arguments buffer.
Definition: GraphicsTypes.h:2850
@ PIPELINE_STAGE_FLAG_DOMAIN_SHADER
Domain shader stage.
Definition: GraphicsTypes.h:2646
@ SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_270
The image content is mirrored horizontally, then rotated 270 degrees clockwise.
Definition: GraphicsTypes.h:1342
@ VT_UINT8
Unsigned 8-bit integer.
Definition: GraphicsTypes.h:55
@ TEX_FORMAT_BC2_UNORM_SRGB
Four-component signed-normalized-integer block-compression sRGB format with 5 bits for R,...
Definition: GraphicsTypes.h:682
@ TEXTURE_ADDRESS_BORDER
Texture coordinates outside the range [0.0, 1.0] are set to the border color specified in SamplerDesc...
Definition: GraphicsTypes.h:910
@ WAVE_FEATURE_SHUFFLE
Definition: GraphicsTypes.h:1939
@ SCALING_MODE_CENTERED
Specifies no scaling. The image is centered on the display. This flag is typically used for a fixed-d...
Definition: GraphicsTypes.h:1239
@ SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_90
The image content is mirrored horizontally, then rotated 90 degrees clockwise.
Definition: GraphicsTypes.h:1336
@ ACCESS_FLAG_VERTEX_READ
Read access to a vertex buffer as part of a drawing command.
Definition: GraphicsTypes.h:2734
The library uses Direct3D-style math:
Definition: AdvancedMath.hpp:37
@ TEX_FORMAT_BC5_UNORM
Two-component unsigned-normalized-integer block-compression format with 8 bits for R and 8 bits for G...
Definition: GraphicsTypes.h:751
@ BIND_SHADER_RESOURCE
A buffer or a texture can be bound as a shader resource.
Definition: GraphicsTypes.h:122
const float MinZ
Definition: GraphicsTypes.h:1883
DepthStencilClearValue() noexcept
Definition: GraphicsTypes.h:1156
Full screen mode description.
Definition: GraphicsTypes.h:1425
@ SHADER_TYPE_ALL_RAY_TRACING
All ray-tracing pipeline shader stages.
Definition: GraphicsTypes.h:97
@ USAGE_DEFAULT
A resource that requires read and write access by the GPU and can also be occasionally written by the...
Definition: GraphicsTypes.h:156
@ SCANLINE_ORDER_UNSPECIFIED
Scanline order is unspecified D3D Counterpart: DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED.
Definition: GraphicsTypes.h:1253
TEXTURE_FORMAT Format
Format.
Definition: GraphicsTypes.h:1171
@ RESOURCE_STATE_SHADER_RESOURCE
The resource is accessed from a shader.
Definition: GraphicsTypes.h:2844
@ BUFFER_VIEW_NUM_VIEWS
Helper value that stores that total number of buffer views.
Definition: GraphicsTypes.h:317
@ RESOURCE_STATE_COPY_DEST
The resource is used as the destination in a copy operation.
Definition: GraphicsTypes.h:2853
@ PIPELINE_STAGE_FLAG_LATE_FRAGMENT_TESTS
The stage of the pipeline where late fragment tests (depth and stencil tests after fragment shading) ...
Definition: GraphicsTypes.h:2664
@ PIPELINE_STAGE_FLAG_TOP_OF_PIPE
The top of the pipeline.
Definition: GraphicsTypes.h:2631
@ PIPELINE_STAGE_FLAG_MESH_SHADER
Mesh shader stage.
Definition: GraphicsTypes.h:2704