// // Copyright 2014 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. //
// Direct3D9EX // The "Debug This Pixel..." feature in PIX often fails when using the // D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7 // machine, define "ANGLE_D3D9EX=0" in your project file. #if !defined(ANGLE_D3D9EX) # define ANGLE_D3D9EX ANGLE_ENABLED #endif
// Vsync // ENABLED allows Vsync to be configured at runtime // DISABLED disallows Vsync #if !defined(ANGLE_VSYNC) # define ANGLE_VSYNC ANGLE_ENABLED #endif
// Append HLSL assembly to shader debug info. Defaults to enabled in Debug and off in Release. #if !defined(ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO) # if !defined(NDEBUG) # define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO ANGLE_ENABLED # else # define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO ANGLE_DISABLED # endif // !defined(NDEBUG) #endif// !defined(ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO)
// Program link validation of precisions for uniforms. This feature was // requested by developers to allow non-conformant shaders to be used which // contain mismatched precisions. // ENABLED validate that precision for uniforms match between vertex and fragment shaders // DISABLED allow precision for uniforms to differ between vertex and fragment shaders #if !defined(ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION) # define ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION ANGLE_ENABLED #endif
// Controls if our threading code uses std::async or falls back to single-threaded operations. // Note that we can't easily use std::async in UWPs due to UWP threading restrictions. #if !defined(ANGLE_STD_ASYNC_WORKERS) && !defined(ANGLE_ENABLE_WINDOWS_UWP) # define ANGLE_STD_ASYNC_WORKERS ANGLE_ENABLED #endif// !defined(ANGLE_STD_ASYNC_WORKERS) && & !defined(ANGLE_ENABLE_WINDOWS_UWP)
#endif// LIBANGLE_FEATURES_H_
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