add create device video support flag to hopefully fix QS?
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@@ -18,15 +18,16 @@ import (
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)
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)
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const (
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const (
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d3d11SdkVersion = 7
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d3d11SdkVersion = 7
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d3d11CreateDeviceBgraSupport = 0x20
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d3d11CreateDeviceBgraSupport = 0x20
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d3dDriverTypeUnknown = 0
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d3d11CreateDeviceVideoSupport = 0x800
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dxgiErrorNotFound uintptr = 0x887A0002
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d3dDriverTypeUnknown = 0
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dxgiErrorWaitTimeout uintptr = 0x887A0027
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dxgiErrorNotFound uintptr = 0x887A0002
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dxgiErrorAccessLost uintptr = 0x887A0026
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dxgiErrorWaitTimeout uintptr = 0x887A0027
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dxgiErrorDeviceRemoved uintptr = 0x887A0005
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dxgiErrorAccessLost uintptr = 0x887A0026
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dxgiErrorDeviceReset uintptr = 0x887A0007
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dxgiErrorDeviceRemoved uintptr = 0x887A0005
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S_OK uintptr = 0
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dxgiErrorDeviceReset uintptr = 0x887A0007
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S_OK uintptr = 0
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)
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)
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var (
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var (
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@@ -1371,7 +1372,7 @@ func createD3DDevice(adapter *idxgiAdapter1) (*d3d11Device, *d3d11DeviceContext,
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uintptr(unsafe.Pointer(adapter)),
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uintptr(unsafe.Pointer(adapter)),
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uintptr(d3dDriverTypeUnknown),
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uintptr(d3dDriverTypeUnknown),
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0,
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0,
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uintptr(d3d11CreateDeviceBgraSupport),
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uintptr(d3d11CreateDeviceBgraSupport|d3d11CreateDeviceVideoSupport),
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0,
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0,
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0,
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0,
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uintptr(d3d11SdkVersion),
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uintptr(d3d11SdkVersion),
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