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Settings: Add GPU adapter option and hook up to D3D11/Vulkan
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@ -8,9 +8,10 @@
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#include <d3d11.h>
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#include <dxgi.h>
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#include <memory>
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#include <wrl/client.h>
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#include <vector>
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#include <string>
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#include <string_view>
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#include <vector>
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#include <wrl/client.h>
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namespace FrontendCommon {
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@ -27,7 +28,8 @@ public:
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ALWAYS_INLINE void* GetRenderDevice() const { return m_device.Get(); }
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ALWAYS_INLINE void* GetRenderContext() const { return m_context.Get(); }
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bool CreateContextAndSwapChain(const WindowInfo& wi, bool use_flip_model, bool debug_device);
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bool CreateContextAndSwapChain(const WindowInfo& wi, std::string_view adapter_name, bool use_flip_model,
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bool debug_device);
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bool HasContext() const;
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void DestroyContext();
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@ -67,6 +69,8 @@ public:
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private:
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static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16;
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static std::vector<std::string> EnumerateAdapterNames(IDXGIFactory* dxgi_factory);
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bool CreateSwapChain(const WindowInfo& new_wi, bool use_flip_model);
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bool CreateSwapChainRTV();
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