2024-07-13 22:55:36 -03:00
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#include "xna/xna-dx.hpp"
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namespace xna {
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static void reset(GraphicsDevice::PlatformImplementation& impl);
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static void createDevice(GraphicsDevice::PlatformImplementation& impl, GraphicsAdapter& currentAdapter);
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static void initAndApplyState(P_BlendState& blendState, P_RasterizerState& rasterizerState,
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P_DepthStencilState& depthStencilState, P_SamplerStateCollection& samplerStates, P_GraphicsDevice const& device);
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GraphicsDevice::GraphicsDevice() {
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impl = unew<PlatformImplementation>();
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adapter = GraphicsAdapter::DefaultAdapter();
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}
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GraphicsDevice::GraphicsDevice(sptr<GraphicsAdapter> const& adapter, GraphicsProfile const& graphicsProfile, sptr<PresentationParameters> const& presentationParameters)
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: adapter(adapter), graphicsProfile(graphicsProfile), presentationParameters(presentationParameters) {
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impl = unew<PlatformImplementation>();
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blendState = xna::BlendState::Opaque();
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depthStencilState = xna::DepthStencilState::Default();
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rasterizerState = xna::RasterizerState::CullCounterClockwise();
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samplerStateCollection = snew<SamplerStateCollection>();
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}
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void GraphicsDevice::Initialize() {
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reset(*impl);
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auto _this = shared_from_this();
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createDevice(*impl, *adapter);
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//
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// Background
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//
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const auto backColor = Colors::CornflowerBlue;
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const auto backColorV3 = backColor.ToVector3();
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impl->_backgroundColor[0] = backColorV3.X;
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impl->_backgroundColor[1] = backColorV3.Y;
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impl->_backgroundColor[2] = backColorV3.Z;
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impl->_backgroundColor[3] = 1.0f;
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//
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// Window Association
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//
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auto hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&impl->_factory);
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if FAILED(hr)
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Exception::Throw(Exception::FAILED_TO_CREATE);
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auto hwnd = reinterpret_cast<HWND>(presentationParameters->DeviceWindowHandle);
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hr = impl->_factory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER);
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if (FAILED(hr))
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Exception::Throw(Exception::FAILED_TO_MAKE_WINDOW_ASSOCIATION);
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//
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// Viewport
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//
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viewport = xna::Viewport(0.0F, 0.0F,
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presentationParameters->BackBufferWidth,
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presentationParameters->BackBufferHeight,
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0.0F, 1.F);
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D3D11_VIEWPORT view = DxHelpers::ViewportToDx(viewport);
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impl->_context->RSSetViewports(1, &view);
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//
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// States
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//
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initAndApplyState(blendState, rasterizerState, depthStencilState, samplerStateCollection, _this);
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//
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// Presentation
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//
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const auto currentPresenInterval = presentationParameters->PresentationInterval;
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switch (currentPresenInterval)
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{
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case PresentInterval::Default:
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case PresentInterval::One:
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case PresentInterval::Two:
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impl->vSyncValue = 1;
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break;
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case PresentInterval::Immediate:
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impl->vSyncValue = 0;
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break;
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default:
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impl->vSyncValue = 1;
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break;
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}
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impl->_swapChain = snew<xna::SwapChain>(_this);
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impl->_swapChain->Initialize();
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//
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//Render Target
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//
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if (renderTarget) {
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renderTarget->Initialize();
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impl->_renderTarget2D = renderTarget;
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}
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else {
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impl->_renderTarget2D = RenderTarget2D::FromBackBuffer(_this);
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}
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const auto& renderView = impl->_renderTarget2D->impl2->_renderTargetView;
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impl->_context->OMSetRenderTargets(1, renderView.GetAddressOf(), nullptr);
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}
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bool GraphicsDevice::Present() const {
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bool result = impl->_swapChain->Present(impl->vSyncValue != 0);
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impl->_context->OMSetRenderTargets(
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1,
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impl->_renderTarget2D->impl2->_renderTargetView.GetAddressOf(),
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nullptr);
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return result;
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}
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void GraphicsDevice::Clear(Color const& color) const {
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if (!impl) return;
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const auto v4 = color.ToVector4();
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impl->_backgroundColor[0] = v4.X;
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impl->_backgroundColor[1] = v4.Y;
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impl->_backgroundColor[2] = v4.Z;
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impl->_backgroundColor[3] = v4.W;
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impl->_context->ClearRenderTargetView(
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impl->_renderTarget2D->impl2->_renderTargetView.Get(),
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impl->_backgroundColor);
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}
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void GraphicsDevice::Clear(ClearOptions options, Color const& color, float depth, Int stencil) const {
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if (!impl) return;
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switch (options)
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{
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case xna::ClearOptions::DepthBuffer:
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Exception::Throw(Exception::NOT_IMPLEMENTED);
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break;
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case xna::ClearOptions::Stencil:
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Exception::Throw(Exception::NOT_IMPLEMENTED);
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break;
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case xna::ClearOptions::Target:
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Clear(color);
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break;
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default:
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return;
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}
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}
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void GraphicsDevice::Viewport(xna::Viewport const& value) {
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viewport = value;
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const auto view = DxHelpers::ViewportToDx(viewport);
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impl->_context->RSSetViewports(1, &view);
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}
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void GraphicsDevice::BlendState(sptr<xna::BlendState> const& value) {
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blendState = value;
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blendState->Apply();
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}
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void GraphicsDevice::DepthStencilState(sptr<xna::DepthStencilState> const& value) {
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depthStencilState = value;
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depthStencilState->Apply();
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}
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void GraphicsDevice::RasterizerState(sptr<xna::RasterizerState> const& value) {
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rasterizerState = value;
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rasterizerState->Apply();
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}
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void GraphicsDevice::Reset(sptr<PresentationParameters> const& parameters, sptr<GraphicsAdapter> const& graphicsAdapter){
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impl = unew<PlatformImplementation>();
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adapter = graphicsAdapter;
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presentationParameters = parameters;
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Initialize();
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}
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//
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// INTERNAL
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//
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void reset(GraphicsDevice::PlatformImplementation& impl)
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{
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if (impl._device) {
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impl._device->Release();
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impl._device = nullptr;
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}
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if (impl._context) {
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impl._context->Release();
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impl._context = nullptr;
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}
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if (impl._factory) {
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impl._factory->Release();
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impl._factory = nullptr;
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}
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}
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void createDevice(GraphicsDevice::PlatformImplementation& impl, GraphicsAdapter& currentAdapter) {
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//
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// See ref
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//
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// D3D_DRIVER_TYPE
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// https://learn.microsoft.com/en-us/windows/win32/api/d3dcommon/ne-d3dcommon-d3d_driver_type
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//
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// D3D11CreateDevice function
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// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-d3d11createdevice
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//
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auto createDeviceFlags = 0;
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#if _DEBUG
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createDeviceFlags = D3D11_CREATE_DEVICE_FLAG::D3D11_CREATE_DEVICE_DEBUG;
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#endif
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const auto& pAdapter = GraphicsAdapter::UseNullDevice() ? NULL : currentAdapter.impl->dxAdapter.Get();
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//
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// if pAdapter is not NULL driverType must be D3D_DRIVER_TYPE_UNKNOWN
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//
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auto driverType = D3D_DRIVER_TYPE_UNKNOWN;
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if (GraphicsAdapter::UseReferenceDevice())
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driverType = D3D_DRIVER_TYPE_WARP;
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else if (GraphicsAdapter::UseNullDevice())
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driverType = D3D_DRIVER_TYPE_HARDWARE;
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auto hr = D3D11CreateDevice(
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//_In_opt_ IDXGIAdapter* pAdapter,
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pAdapter,
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//D3D_DRIVER_TYPE DriverType,
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driverType,
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//HMODULE Software,
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NULL,
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//UINT Flags,
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createDeviceFlags,
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//_In_reads_opt_( FeatureLevels ) CONST D3D_FEATURE_LEVEL* pFeatureLevels,
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impl.featureLevels,
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//UINT FeatureLevels,
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7,
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//UINT SDKVersion,
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D3D11_SDK_VERSION,
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//_COM_Outptr_opt_ ID3D11Device** ppDevice
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impl._device.GetAddressOf(),
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//_Out_opt_ D3D_FEATURE_LEVEL* pFeatureLevel,
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&impl.currentFeatureLevel,
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//_COM_Outptr_opt_ ID3D11DeviceContext** ppImmediateContext
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impl._context.GetAddressOf());
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if FAILED(hr)
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Exception::Throw(Exception::FAILED_TO_CREATE);
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}
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static void initAndApplyState(P_BlendState& blendState, P_RasterizerState& rasterizerState, P_DepthStencilState& depthStencilState, P_SamplerStateCollection& samplerStates, P_GraphicsDevice const& device) {
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blendState->Bind(device);
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blendState->Initialize();
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blendState->Apply();
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rasterizerState->Bind(device);
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rasterizerState->Initialize();
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rasterizerState->Apply();
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depthStencilState->Bind(device);
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depthStencilState->Initialize();
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depthStencilState->Apply();
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samplerStates->Apply(*device);
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}
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}
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