2023-01-13 19:19:58 +11:00
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//! Direct3D11 shader runtime options.
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2022-12-05 14:48:57 +11:00
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/// Options for each Direct3D11 shader frame.
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2022-12-01 11:05:12 +11:00
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#[repr(C)]
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#[derive(Debug, Clone)]
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2023-01-14 08:55:50 +11:00
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pub struct FrameOptionsD3D11 {
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2022-12-05 14:48:57 +11:00
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/// Whether or not to clear the history buffers.
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2022-12-01 11:05:12 +11:00
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pub clear_history: bool,
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2022-12-05 14:48:57 +11:00
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/// The direction of the frame. 1 should be vertical.
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2022-12-05 14:36:14 +11:00
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pub frame_direction: i32,
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2022-12-01 11:05:12 +11:00
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}
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2022-12-05 14:48:57 +11:00
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/// Options for Direct3D11 filter chain creation.
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2022-12-01 11:05:12 +11:00
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#[repr(C)]
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#[derive(Debug, Clone)]
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2023-01-14 08:55:50 +11:00
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pub struct FilterChainOptionsD3D11 {
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2022-12-05 14:48:57 +11:00
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/// Use a deferred context to record shader rendering state.
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///
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/// The deferred context will be executed on the immediate context
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/// with `RenderContextState = true`.
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2022-12-01 11:05:12 +11:00
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pub use_deferred_context: bool,
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2023-01-12 10:25:31 +11:00
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/// Whether or not to explicitly disable mipmap
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/// generation regardless of shader preset settings.
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pub force_no_mipmaps: bool,
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2022-12-01 11:05:12 +11:00
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}
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