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https://github.com/hrydgard/ppsspp.git
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0e3a84b4a8
It works after the move, on Windows and Android at least. Deletes the D3DX9 shader compiler loader, which was not used.
41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
#pragma once
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#include <string>
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#include <vector>
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#include "Common/GPU/thin3d.h"
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// Separated this stuff into its own file so we don't get Windows.h included if all we want is the thin3d declarations.
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#ifdef _WIN32
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#ifndef NOMINMAX
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#define NOMINMAX
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#endif
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#include <d3dcommon.h>
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struct IDirect3DDevice9;
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struct IDirect3D9;
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struct IDirect3DDevice9Ex;
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struct IDirect3D9Ex;
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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struct ID3D11Device1;
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struct ID3D11DeviceContext1;
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#endif
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class VulkanContext;
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namespace Draw {
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DrawContext *T3DCreateGLContext();
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#ifdef _WIN32
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DrawContext *T3DCreateDX9Context(IDirect3D9 *d3d, IDirect3D9Ex *d3dEx, int adapterId, IDirect3DDevice9 *device, IDirect3DDevice9Ex *deviceEx);
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DrawContext *T3DCreateD3D11Context(ID3D11Device *device, ID3D11DeviceContext *context, ID3D11Device1 *device1, ID3D11DeviceContext1 *context1, D3D_FEATURE_LEVEL featureLevel, HWND hWnd, std::vector<std::string> adapterNames);
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#endif
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DrawContext *T3DCreateVulkanContext(VulkanContext *context, bool splitSubmit);
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} // namespace Draw
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