Fix UWP build
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@@ -277,7 +277,9 @@ bool GPUDeviceDX11::Init()
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&& GetModuleHandleA("renderdoc.dll") == nullptr // Disable tearing with RenderDoc (prevents crashing)
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#endif
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)
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AllowTearing = true;
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{
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_allowTearing = true;
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}
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}
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// Get flags and device type base on current configuration
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@@ -20,7 +20,6 @@ class GPUDeviceDX11 : public GPUDeviceDX
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{
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friend GPUContextDX11;
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friend GPUSwapChainDX11;
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private:
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// Private Stuff
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@@ -29,6 +28,7 @@ private:
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IDXGIFactory* _factoryDXGI;
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GPUContextDX11* _mainContext;
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bool _allowTearing = false;
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// Static Samplers
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ID3D11SamplerState* _samplerLinearClamp;
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@@ -45,15 +45,10 @@ private:
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ID3D11DepthStencilState* DepthStencilStates[9 * 2 * 2]; // Index = ComparisonFunc[0-8] + DepthTestEnable[0?9] + DepthWriteEnable[0?18]
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public:
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static GPUDevice* Create();
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GPUDeviceDX11(IDXGIFactory* dxgiFactory, GPUAdapterDX* adapter);
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~GPUDeviceDX11();
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public:
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bool AllowTearing = false;
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public:
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// Gets DX11 device
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@@ -79,8 +74,6 @@ public:
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return _mainContext;
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}
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public:
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ID3D11BlendState* GetBlendState(const BlendingMode& blending);
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public:
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@@ -16,9 +16,11 @@ GPUSwapChainDX11::GPUSwapChainDX11(GPUDeviceDX11* device, Window* window)
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, _windowHandle(static_cast<IUnknown*>(window->GetNativePtr()))
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#endif
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, _swapChain(nullptr)
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, _backBuffer(nullptr)
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#if PLATFORM_WINDOWS
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, _allowTearing(false)
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, _isFullscreen(false)
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#endif
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, _backBuffer(nullptr)
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{
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ASSERT(_windowHandle);
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_window = window;
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@@ -162,7 +164,7 @@ bool GPUSwapChainDX11::Resize(int32 width, int32 height)
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_device->WaitForGPU();
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GPUDeviceLock lock(_device);
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#if PLATFORM_WINDOWS
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_allowTearing = _device->AllowTearing;
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_allowTearing = _device->_allowTearing;
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#endif
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_format = GPU_BACK_BUFFER_PIXEL_FORMAT;
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