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/**************************************************************************
*
* Copyright 2012 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
**************************************************************************/
/*
* Direct3D error codes.
*
* These were defined in d3dx10.h/d3dx11.h on DirectX SDK, and moved to
* winerror.h on Windows 8 SDK.
*
* See also:
* - http://msdn.microsoft.com/en-us/library/windows/desktop/ff476174.aspx
* - http://msdn.microsoft.com/en-us/library/windows/desktop/bb205278.aspx
* - http://msdn.microsoft.com/en-us/library/windows/desktop/bb172554.aspx
*/
#pragma once
#include <windows.h>
#ifndef DXGI_ERROR_REMOTE_CLIENT_DISCONNECTED
#define DXGI_ERROR_REMOTE_CLIENT_DISCONNECTED MAKE_DXGI_HRESULT(35)
#endif
#ifndef DXGI_ERROR_REMOTE_OUTOFMEMORY
#define DXGI_ERROR_REMOTE_OUTOFMEMORY MAKE_DXGI_HRESULT(36)
#endif
#ifndef D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS
#define D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS MAKE_D3D10_HRESULT(1)
#endif
#ifndef D3D10_ERROR_FILE_NOT_FOUND
#define D3D10_ERROR_FILE_NOT_FOUND MAKE_D3D10_HRESULT(2)
#endif
#ifndef D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS
#define D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS MAKE_D3D11_HRESULT(1)
#endif
#ifndef D3D11_ERROR_FILE_NOT_FOUND
#define D3D11_ERROR_FILE_NOT_FOUND MAKE_D3D11_HRESULT(2)
#endif
#ifndef D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS
#define D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS MAKE_D3D11_HRESULT(3)
#endif
#ifndef D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD
#define D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD MAKE_D3D11_HRESULT(4)
#endif
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