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Fixed missing DX11 defines when building with MinGW on Linux.

Branimir Karadžić 11 years ago
parent
commit
86765854b0
3 changed files with 29 additions and 5 deletions
  1. 3 0
      scripts/genie.lua
  2. 5 5
      src/renderer_d3d11.cpp
  3. 21 0
      src/renderer_d3d11.h

+ 3 - 0
scripts/genie.lua

@@ -148,6 +148,9 @@ function exampleProject(_name)
 			"/DELAYLOAD:\"libGLESv2.dll\"",
 		}
 
+	configuration { "mingw*" }
+		targetextension ".exe"
+
 	configuration { "vs20* or mingw*" }
 		links {
 			"gdi32",

+ 5 - 5
src/renderer_d3d11.cpp

@@ -653,13 +653,13 @@ namespace bgfx
 					D3D11_INFO_QUEUE_FILTER filter;
 					memset(&filter, 0, sizeof(filter) );
 
-					D3D11_MESSAGE_CATEGORY categies[] =
+					D3D11_MESSAGE_CATEGORY catlist[] =
 					{
 						D3D11_MESSAGE_CATEGORY_STATE_SETTING,
 						D3D11_MESSAGE_CATEGORY_EXECUTION,
 					};
-					filter.DenyList.NumCategories = BX_COUNTOF(categies);
-					filter.DenyList.pCategoryList = categies;
+					filter.DenyList.NumCategories = BX_COUNTOF(catlist);
+					filter.DenyList.pCategoryList = catlist;
 					infoQueue->PushStorageFilter(&filter);
 
 					DX_RELEASE(infoQueue, 3);
@@ -2311,8 +2311,8 @@ namespace bgfx
 		{
 			desc.Usage = D3D11_USAGE_DEFAULT;
 			desc.CPUAccessFlags = 0;
-			desc.StructureByteStride = isValid(_declHandle) 
-				? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride 
+			desc.StructureByteStride = isValid(_declHandle)
+				? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
 				: 0
 				;
 

+ 21 - 0
src/renderer_d3d11.h

@@ -49,6 +49,27 @@ BX_PRAGMA_DIAGNOSTIC_POP()
 #	define D3D_FEATURE_LEVEL_11_1 D3D_FEATURE_LEVEL(0xb100)
 #endif // D3D_FEATURE_LEVEL_11_1
 
+// 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_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_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
+
 namespace bgfx
 {
 	struct IndexBufferD3D11