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D3D11: Use D3DCommon where appropriate
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@ -9,13 +9,12 @@
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#include <d3dcompiler.h>
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#include <dxgi1_5.h>
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#include <vector>
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#include <wrl/client.h>
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#include "Common/Common.h"
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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namespace DX11
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{
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#define SAFE_RELEASE(x) \
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{ \
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if (x) \
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@ -38,61 +37,25 @@ namespace DX11
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PanicAlert("%s failed in %s at line %d: " Message, __func__, __FILE__, __LINE__, __VA_ARGS__); \
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}
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class DXTexture;
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class DXFramebuffer;
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namespace DX11
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{
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using Microsoft::WRL::ComPtr;
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class SwapChain;
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namespace D3D
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{
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HRESULT LoadDXGI();
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HRESULT LoadD3D();
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HRESULT LoadD3DCompiler();
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void UnloadDXGI();
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void UnloadD3D();
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void UnloadD3DCompiler();
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extern ComPtr<IDXGIFactory2> dxgi_factory;
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extern ComPtr<ID3D11Device> device;
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extern ComPtr<ID3D11Device1> device1;
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extern ComPtr<ID3D11DeviceContext> context;
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extern D3D_FEATURE_LEVEL feature_level;
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D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter);
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std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter);
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bool Create(u32 adapter_index, bool enable_debug_layer);
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void Destroy();
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HRESULT Create(HWND wnd);
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void Close();
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extern ID3D11Device* device;
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extern ID3D11Device1* device1;
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extern ID3D11DeviceContext* context;
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extern IDXGISwapChain1* swapchain;
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void Reset(HWND new_wnd);
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void ResizeSwapChain();
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void Present();
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DXTexture* GetSwapChainTexture();
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DXFramebuffer* GetSwapChainFramebuffer();
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const char* PixelShaderVersionString();
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const char* GeometryShaderVersionString();
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const char* VertexShaderVersionString();
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const char* ComputeShaderVersionString();
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bool BGRATexturesSupported();
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bool AllowTearingSupported();
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u32 GetMaxTextureSize(D3D_FEATURE_LEVEL feature_level);
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HRESULT SetFullscreenState(bool enable_fullscreen);
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bool GetFullscreenState();
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// This function will assign a name to the given resource.
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// The DirectX debug layer will make it easier to identify resources that way,
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// e.g. when listing up all resources who have unreleased references.
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void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name);
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std::string GetDebugObjectName(ID3D11DeviceChild* resource);
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// Returns a list of supported AA modes for the current device.
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std::vector<u32> GetAAModes(u32 adapter_index);
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} // namespace D3D
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typedef HRESULT(WINAPI* CREATEDXGIFACTORY)(REFIID, void**);
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extern CREATEDXGIFACTORY PCreateDXGIFactory;
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typedef HRESULT(WINAPI* D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT,
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CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**,
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D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
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extern pD3DCompile PD3DCompile;
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} // namespace DX11
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