diff --git a/src/renderer_d3d11.cpp b/src/renderer_d3d11.cpp index 753117784..c2f09cb9f 100644 --- a/src/renderer_d3d11.cpp +++ b/src/renderer_d3d11.cpp @@ -696,6 +696,7 @@ namespace bgfx { namespace d3d11 m_numWindows = 1; +#if !defined(__MINGW32__) if (BX_ENABLED(BGFX_CONFIG_DEBUG) ) { ID3D11InfoQueue* infoQueue; @@ -727,6 +728,7 @@ namespace bgfx { namespace d3d11 setGraphicsDebuggerPresent(true); } } +#endif // __MINGW__ UniformHandle handle = BGFX_INVALID_HANDLE; for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii) diff --git a/src/renderer_d3d11.h b/src/renderer_d3d11.h index 296121ce3..e3a6b7d9b 100644 --- a/src/renderer_d3d11.h +++ b/src/renderer_d3d11.h @@ -49,26 +49,48 @@ BX_PRAGMA_DIAGNOSTIC_POP() # define D3D_FEATURE_LEVEL_11_1 D3D_FEATURE_LEVEL(0xb100) #endif // D3D_FEATURE_LEVEL_11_1 +#if defined(__MINGW32__) // MinGW Linux/Wine missing defines... -#ifndef D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT -# define D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT 8 -#endif // D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT +# ifndef D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT +# define D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT 8 +# endif // D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT -#ifndef D3D11_PS_CS_UAV_REGISTER_COUNT -# define D3D11_PS_CS_UAV_REGISTER_COUNT 8 -#endif // D3D11_PS_CS_UAV_REGISTER_COUNT +# ifndef D3D11_PS_CS_UAV_REGISTER_COUNT +# define D3D11_PS_CS_UAV_REGISTER_COUNT 8 +# endif // D3D11_PS_CS_UAV_REGISTER_COUNT -#ifndef D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT -# define D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 8 -#endif +# ifndef D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT +# define D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 8 +# endif -#ifndef D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT -# define D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 8 -#endif // D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT +# ifndef D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT +# define D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 8 +# endif // D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT -#ifndef D3D11_APPEND_ALIGNED_ELEMENT -# define D3D11_APPEND_ALIGNED_ELEMENT UINT32_MAX -#endif // D3D11_APPEND_ALIGNED_ELEMENT +# ifndef D3D11_APPEND_ALIGNED_ELEMENT +# define D3D11_APPEND_ALIGNED_ELEMENT UINT32_MAX +# endif // D3D11_APPEND_ALIGNED_ELEMENT + +# ifndef D3D11_REQ_MAXANISOTROPY +# define D3D11_REQ_MAXANISOTROPY 16 +# endif // D3D11_REQ_MAXANISOTROPY + +# ifndef D3D11_FEATURE_DATA_FORMAT_SUPPORT +typedef struct D3D11_FEATURE_DATA_FORMAT_SUPPORT +{ + DXGI_FORMAT InFormat; + UINT OutFormatSupport; +} D3D11_FEATURE_DATA_FORMAT_SUPPORT; +# endif // D3D11_FEATURE_DATA_FORMAT_SUPPORT + +# ifndef D3D11_FEATURE_DATA_FORMAT_SUPPORT2 +typedef struct D3D11_FEATURE_DATA_FORMAT_SUPPORT2 +{ + DXGI_FORMAT InFormat; + UINT OutFormatSupport2; +} D3D11_FEATURE_DATA_FORMAT_SUPPORT2; +# endif // D3D11_FEATURE_DATA_FORMAT_SUPPORT2 +#endif // __MINGW32__ namespace bgfx { namespace d3d11 {