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D3D12: Cleanup startup/shutdown process
Sorts out references that cause some modules to be kept around after backend shutdown. Should also solve the issue with errors being thrown due to the config being loaded after device creation, leading to the incorrect device being used in a multi-adapter system.
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@ -65,9 +65,7 @@ void UnloadDXGI();
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void UnloadD3D();
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void UnloadD3DCompiler();
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std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter);
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bool AlertUserIfSelectedAdapterDoesNotSupportD3D12();
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std::vector<DXGI_SAMPLE_DESC> EnumAAModes(ID3D12Device* device);
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HRESULT Create(HWND wnd);
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@ -148,6 +146,8 @@ using CREATEDXGIFACTORY = HRESULT(WINAPI*)(REFIID, void**);
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extern CREATEDXGIFACTORY create_dxgi_factory;
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using D3D12CREATEDEVICE = HRESULT(WINAPI*)(IUnknown*, D3D_FEATURE_LEVEL, REFIID, void**);
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extern D3D12CREATEDEVICE d3d12_create_device;
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using D3D12SERIALIZEROOTSIGNATURE = HRESULT(WINAPI*)(const D3D12_ROOT_SIGNATURE_DESC* pRootSignature, D3D_ROOT_SIGNATURE_VERSION Version, ID3DBlob** ppBlob, ID3DBlob** ppErrorBlob);
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using D3D12GETDEBUGINTERFACE = HRESULT(WINAPI*)(REFIID riid, void** ppvDebug);
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