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Copy file name to clipboardExpand all lines: ags_lib/inc/amd_ags.h
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//
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// Copyright (c) 2016 Advanced Micro Devices, Inc. All rights reserved.
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// Copyright (c) 2017 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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/// * Per GPU display enumeration including information on display name, resolution and HDR capabilities.
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/// * Optional user supplied memory allocator.
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/// * Function to set displays into HDR mode.
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/// * A Microsoft WACK compliant version of the library.
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/// * DirectX11 shader compiler controls.
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/// * DirectX11 multiview extension.
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/// * DirectX11 multiview extension enabling MultiView and MultiRes rendering.
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/// * DirectX11 Crossfire API now supports using the API without needing a driver profile. Can also specify the transfer engine.
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///
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/// Using the AGS library
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/// The AGSSample application is the simplest of the three examples and demonstrates the code required to initialize AGS and use it to query the GPU and Eyefinity state.
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/// The CrossfireSample application demonstrates the use of the new API to transfer resources on GPUs in Crossfire mode. Lastly, the EyefinitySample application provides a more
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/// extensive example of Eyefinity setup than the basic example provided in AGSSample.
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/// There are other samples on Github that demonstrate the DirectX shader extensions, such as the Barycentrics11 and Barycentrics12 samples.
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/// There are other samples on GitHub that demonstrate the DirectX shader extensions, such as the Barycentrics11 and Barycentrics12 samples.
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///
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/// To add AGS support to an existing project, follow these steps:
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/// * Link your project against the correct import library. Choose from either the 32 bit or 64 bit version.
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#defineAMD_AGS_VERSION_MAJOR 5 ///< AGS major version
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#defineAMD_AGS_VERSION_MINOR 0 ///< AGS minor version
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#defineAMD_AGS_VERSION_PATCH5 ///< AGS patch version
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#defineAMD_AGS_VERSION_PATCH6 ///< AGS patch version
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#ifdef__cplusplus
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extern"C" {
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/// The return codes
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enumAGSReturnCode
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{
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AGS_SUCCESS, ///< Succesful function call
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AGS_SUCCESS, ///< Successful function call
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AGS_FAILURE, ///< Failed to complete call for some unspecified reason
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AGS_INVALID_ARGS, ///< Invalid arguments into the function
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AGS_OUT_OF_MEMORY, ///< Out of memory when allocating space internally
/// \param [in] context Pointer to a context. This is generated by \ref agsInit
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/// \param [in] device The D3D11 device.
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/// \param [in] uavSlot The UAV slot reserved for intrinsic support. This must match the slot defined in the HLSL, ie #define AmdDxExtShaderIntrinsicsUAVSlot.
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/// \param [in] uavSlot The UAV slot reserved for intrinsic support. This must match the slot defined in the HLSL, i.e. #define AmdDxExtShaderIntrinsicsUAVSlot.
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/// The default slot is 7, but the caller is free to use an alternative slot.
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/// \param [out] extensionsSupported Pointer to a bit mask that this function will fill in to indicate which extensions are supported. See AGSDriverExtensionDX11
/// In order to use this function, AGS must already be initialized and agsDriverExtensionsDX11_Init must have been called successfully.
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///
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/// The Screen Rect extension, which is only available on GCN hardware, allows the user to pass in three of the four corners of a rectangle.
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/// The hardware then uses the bounding box of the vertices to rasterize the rectangle primitive (ie as a rectangle rather than two triangles).
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/// The hardware then uses the bounding box of the vertices to rasterize the rectangle primitive (i.e. as a rectangle rather than two triangles).
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/// \note Note that this will not return valid interpolated values, only valid SV_Position values.
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/// \note If either the Quad List or Screen Rect extension are used, then agsDriverExtensionsDX11_IASetPrimitiveTopology should be called in place of the native DirectX11 equivalent all the time.
/// This method can be used to limit the maximum number of threads the driver uses for asynchronous shader compilation.
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/// Setting it to 0 will disable asynchronous compilation completely and force the shaders to be compiled inline on the threads that call Create*Shader.
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/// Setting it to 0 will disable asynchronous compilation completely and force the shaders to be compiled "inline" on the threads that call Create*Shader.
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///
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/// This method can only be called before any shaders are created and being compiled by the driver.
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/// If this method is called after shaders have been created the function will return AGS_FAILURE.
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