// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "D3D12ThirdParty.h" constexpr uint32 GD3D12RHINumBackBuffers = 3; // Windows uses the graphics command list interface for the copy queue. typedef ID3D12GraphicsCommandList ID3D12CopyCommandList; #define D3D12RHI_PLATFORM_COPY_COMMAND_LIST_TYPE D3D12_COMMAND_LIST_TYPE_COPY #define FD3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER // Windows uses standard D3D12 query heaps for timestamps #define D3D12RHI_PLATFORM_USES_TIMESTAMP_QUERIES 1 #define D3D12RHI_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER D3D12_RESOURCE_FLAG_NONE #define D3D12RHI_HEAP_FLAG_ALLOW_INDIRECT_BUFFERS D3D12_HEAP_FLAG_NONE #define FD3D12_HEAP_FLAG_CREATE_NOT_ZEROED D3D12_HEAP_FLAG_CREATE_NOT_ZEROED #define D3D12RHI_NEEDS_VENDOR_EXTENSIONS 1 #define D3D12RHI_NEEDS_SHADER_FEATURE_CHECKS 1 #define USE_STATIC_ROOT_SIGNATURE 0 #define D3D12RHI_USE_CONSTANT_BUFFER_VIEWS 0 #define D3D12RHI_USE_DUMMY_BACKBUFFER 1 #define D3D12RHI_USE_SDR_BACKBUFFER 0 #define D3D12RHI_SUPPORTS_UAV_BACKBUFFER 0 #define D3D12RHI_USE_DXGI_COLOR_SPACE 1 // Only enable pipeline statistics if we've got the stats system enabled to display them #define D3D12RHI_ENABLE_PIPELINE_STATISTICS (1 && STATS)