#include <vector>
#include <exception>
#include <algorithm>
#include <d3d12.h>
#include "PlatformDefinitions.h"
#include "Errors.hpp"
#include "RefCntAutoPtr.hpp"
#include "DebugUtilities.hpp"
#include "D3DErrors.hpp"
#include "ValidatedCast.hpp"
#include "STDAllocator.hpp"
#include <atlcomcli.h>
Go to the source code of this file.
◆ D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_RAYS
| #define D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_RAYS static_cast<D3D12_INDIRECT_ARGUMENT_TYPE>(D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW + 1) |
◆ D3D12_RAYTRACING_TIER_1_1
| #define D3D12_RAYTRACING_TIER_1_1 static_cast<D3D12_RAYTRACING_TIER>(11) |
◆ NOMINMAX
◆ WIN32_LEAN_AND_MEAN
| #define WIN32_LEAN_AND_MEAN |