mirror of https://github.com/encounter/SDL.git
WinRT: made the Direct3D 11.x 'Debug Layer' be enable-able in any app via a hint
To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'. The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
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@ -117,6 +117,20 @@ extern "C" {
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*/
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#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
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/**
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* \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
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*
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* This variable does not have any effect on the Direct3D 9 based renderer,
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* which is used in Win32-based (aka Windows Desktop) apps.
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*
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* This variable can be set to the following values:
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* "0" - Disable Debug Layer use
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* "1" - Enable Debug Lyaer use
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*
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* By default, SDL does not use Direct3D Debug Layer.
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*/
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#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_HINT_RENDER_DIRECT3D11_DEBUG"
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/**
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* \brief A variable controlling whether the X11 VidMode extension should be used.
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*
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@ -35,7 +35,7 @@
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extern "C" {
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#include "../../core/windows/SDL_windows.h"
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//#include "SDL_hints.h"
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#include "SDL_hints.h"
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//#include "SDL_loadso.h"
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#include "SDL_system.h"
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#include "SDL_syswm.h"
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@ -326,10 +326,13 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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// than the API default. It is required for compatibility with Direct2D.
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UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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#if defined(_DEBUG)
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// If the project is in a debug build, enable debugging via SDK Layers with this flag.
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creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
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#endif
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// Make sure Direct3D's debugging feature gets used, if the app requests it.
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const char *hint = SDL_GetHint(SDL_HINT_RENDER_DIRECT3D11_DEBUG);
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if (hint) {
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if (*hint == '1') {
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creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
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}
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}
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// This array defines the set of DirectX hardware feature levels this app will support.
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// Note the ordering should be preserved.
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