Files
UnrealEngine/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12RHIDefinitions.h
2025-05-18 13:04:45 +08:00

36 lines
1.2 KiB
C++

// 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)