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#ifndef XNA_PLATFORM_DEVICE_DX_HPP
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#define XNA_PLATFORM_DEVICE_DX_HPP
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#include "../graphics/device.hpp"
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#include "../graphics/presentparams.hpp"
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#include "dxgi.h"
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#include "d3d11.h"
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namespace xna {
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class GraphicsDevice : public IGraphicsDevice {
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public:
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GraphicsDevice();
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GraphicsDevice(GraphicsDeviceInformation const& info);
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virtual ~GraphicsDevice() override {
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if (_device) {
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_device->Release();
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_device = nullptr;
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}
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if (_context) {
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_context->Release();
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_context = nullptr;
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}
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}
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virtual void Clear() override;
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virtual bool Initialize(GameWindow& gameWindow) override;
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virtual bool Present() override;
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constexpr void SetCreateFlags(D3D11_CREATE_DEVICE_FLAG flags) {
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_createDeviceFlags |= flags;
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}
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constexpr void ClearCreateFlags() {
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_createDeviceFlags = 0;
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}
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bool GetSwapChainBackBuffer(ID3D11Texture2D*& texture2D);
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public:
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ID3D11Device* _device{ nullptr };
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ID3D11DeviceContext* _context{ nullptr };
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private:
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unsigned int _createDeviceFlags{ 0 };
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D3D_FEATURE_LEVEL _featureLevel{ D3D_FEATURE_LEVEL::D3D_FEATURE_LEVEL_11_0 };
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float _backgroundColor[4] = { 0, 0, 0, 0 };
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xna::PresentationParameters _presentParameters;
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bool createDevice();
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};
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}
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#endif
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