forked from MoonsideGames/Refresh
Implement ClaimWindow, mostly copied from Vulkan and FNA3D D3D11
parent
8b999aca93
commit
0e5da8a2ea
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@ -46,7 +46,7 @@
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#define D3D11_CREATE_DEVICE_FUNC "D3D11CreateDevice"
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#define D3DCOMPILE_FUNC "D3DCompile"
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#define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1"
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#define WINDOW_SWAPCHAIN_DATA "Refresh_D3D11Swapchain"
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#define WINDOW_DATA "Refresh_D3D11WindowData"
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#define NOT_IMPLEMENTED SDL_assert(0 && "Not implemented!");
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@ -83,7 +83,7 @@ typedef HRESULT(WINAPI *PFN_D3DCOMPILE)(
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/* Conversions */
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static DXGI_FORMAT RefreshToD3D11_SurfaceFormat[] =
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static DXGI_FORMAT RefreshToD3D11_TextureFormat[] =
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{
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DXGI_FORMAT_R8G8B8A8_UNORM, /* R8G8B8A8 */
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DXGI_FORMAT_B8G8R8A8_UNORM, /* B8G8R8A8 */
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@ -233,6 +233,19 @@ static D3D11_TEXTURE_ADDRESS_MODE RefreshToD3D11_SamplerAddressMode[] =
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/* Structs */
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typedef struct SwapchainData
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{
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IDXGISwapChain *swapchain;
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ID3D11RenderTargetView *swapchainRTView;
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} SwapchainData;
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typedef struct WindowData
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{
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void* windowHandle;
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uint8_t allowTearing;
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SwapchainData *swapchainData;
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} WindowData;
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typedef struct D3D11Renderer
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{
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ID3D11Device *device;
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@ -244,8 +257,12 @@ typedef struct D3D11Renderer
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void *d3dcompiler_dll;
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uint8_t debugMode;
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D3D_FEATURE_LEVEL featureLevel;
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D3D_FEATURE_LEVEL featureLevel; /* FIXME: Do we need this? */
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PFN_D3DCOMPILE D3DCompileFunc;
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WindowData **claimedWindows;
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uint32_t claimedWindowCount;
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uint32_t claimedWindowCapacity;
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} D3D11Renderer;
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/* Logging */
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@ -693,13 +710,195 @@ static void D3D11_BindComputeTextures(
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/* Window and Swapchain Management */
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static WindowData* D3D11_INTERNAL_FetchWindowData(
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void *windowHandle
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) {
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return (WindowData*) SDL_GetWindowData(windowHandle, WINDOW_DATA);
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}
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static void D3D11_INTERNAL_ResolveSwapChainModeDescription(
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IUnknown *device,
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IDXGIAdapter *adapter,
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IDXGIFactory1 *factory,
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HWND window,
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DXGI_MODE_DESC *modeDescription,
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DXGI_MODE_DESC *swapChainDescription
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) {
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HMONITOR monitor;
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int iAdapter = 0, iOutput;
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IDXGIAdapter1* pAdapter;
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IDXGIOutput *output;
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DXGI_OUTPUT_DESC description;
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/* Find the output (on any adapter) attached to the monitor that holds our window */
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monitor = MonitorFromWindow(window, MONITOR_DEFAULTTOPRIMARY);
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while (SUCCEEDED(IDXGIFactory1_EnumAdapters1(factory, iAdapter++, &pAdapter)))
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{
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iOutput = 0;
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while (SUCCEEDED(IDXGIAdapter_EnumOutputs(pAdapter, iOutput++, &output)))
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{
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IDXGIOutput_GetDesc(output, &description);
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if (description.Monitor == monitor)
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{
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if (SUCCEEDED(IDXGIOutput_FindClosestMatchingMode(output, modeDescription, swapChainDescription, device)))
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{
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IDXGIOutput_Release(output);
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IDXGIAdapter1_Release(pAdapter);
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return;
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}
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}
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IDXGIOutput_Release(output);
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}
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IDXGIAdapter1_Release(pAdapter);
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}
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}
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static uint8_t D3D11_INTERNAL_CreateSwapchain(
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D3D11Renderer *renderer,
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WindowData *windowData
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) {
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SDL_SysWMinfo info;
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HWND dxgiHandle;
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DXGI_MODE_DESC swapchainBufferDesc;
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DXGI_SWAP_CHAIN_DESC swapchainDesc;
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IDXGIFactory1 *pParent;
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IDXGISwapChain *swapchain;
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SwapchainData *swapchainData;
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HRESULT res;
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/* Get the DXGI handle */
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SDL_VERSION(&info.version);
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SDL_GetWindowWMInfo((SDL_Window*) windowData->windowHandle, &info);
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dxgiHandle = info.info.win.window;
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/* Initialize the swapchain buffer descriptor */
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swapchainBufferDesc.Width = 0;
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swapchainBufferDesc.Height = 0;
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swapchainBufferDesc.RefreshRate.Numerator = 0;
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swapchainBufferDesc.RefreshRate.Denominator = 0;
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swapchainBufferDesc.Format = RefreshToD3D11_TextureFormat[REFRESH_TEXTUREFORMAT_R8G8B8A8];
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swapchainBufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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swapchainBufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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/* Get the closest matching mode we can from the current monitor */
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D3D11_INTERNAL_ResolveSwapChainModeDescription(
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(IUnknown*) renderer->device,
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(IDXGIAdapter*) renderer->adapter,
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(IDXGIFactory1*) renderer->factory,
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dxgiHandle,
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&swapchainBufferDesc,
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&swapchainDesc.BufferDesc
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);
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/* Initialize the swapchain descriptor */
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swapchainDesc.BufferDesc = swapchainBufferDesc; /* FIXME: I think this is wrong, and it's wrong in FNA3D too! */
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swapchainDesc.SampleDesc.Count = 1;
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swapchainDesc.SampleDesc.Quality = 0;
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swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapchainDesc.BufferCount = 3;
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swapchainDesc.OutputWindow = dxgiHandle;
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swapchainDesc.Windowed = 1;
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swapchainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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swapchainDesc.Flags = 0;
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/* Create the swapchain! */
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res = IDXGIFactory1_CreateSwapChain(
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(IDXGIFactory1*) renderer->factory,
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(IUnknown*) renderer->device,
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&swapchainDesc,
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&swapchain
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);
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ERROR_CHECK("Could not create swapchain");
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/*
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* The swapchain's parent is a separate factory from the factory that
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* we used to create the swapchain, and only that parent can be used to
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* set the window association. Trying to set an association on our factory
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* will silently fail and doesn't even verify arguments or return errors.
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* See https://gamedev.net/forums/topic/634235-dxgidisabling-altenter/4999955/
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*/
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res = IDXGISwapChain_GetParent(
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swapchain,
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&D3D_IID_IDXGIFactory1,
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(void**) &pParent
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);
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if (FAILED(res))
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{
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Refresh_LogWarn(
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"Could not get swapchain parent! Error Code: %08X",
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res
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);
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}
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else
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{
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/* Disable DXGI window crap */
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res = IDXGIFactory1_MakeWindowAssociation(
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pParent,
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dxgiHandle,
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DXGI_MWA_NO_WINDOW_CHANGES
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);
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if (FAILED(res))
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{
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Refresh_LogWarn(
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"MakeWindowAssociation failed! Error Code: %08X",
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res
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);
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}
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}
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/* Create the swapchain data */
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swapchainData = (SwapchainData*) SDL_malloc(sizeof(SwapchainData));
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swapchainData->swapchain = swapchain;
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swapchainData->swapchainRTView = NULL;
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windowData->swapchainData = swapchainData;
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return 1;
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}
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static uint8_t D3D11_ClaimWindow(
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Refresh_Renderer *driverData,
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void *windowHandle,
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Refresh_PresentMode presentMode
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
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if (windowData == NULL)
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{
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windowData = (WindowData*) SDL_malloc(sizeof(WindowData));
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windowData->windowHandle = windowHandle;
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windowData->allowTearing = presentMode == REFRESH_PRESENTMODE_IMMEDIATE;
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if (D3D11_INTERNAL_CreateSwapchain(renderer, windowData))
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{
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SDL_SetWindowData((SDL_Window*) windowHandle, WINDOW_DATA, windowData);
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if (renderer->claimedWindowCount >= renderer->claimedWindowCapacity)
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{
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renderer->claimedWindowCapacity *= 2;
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renderer->claimedWindows = SDL_realloc(
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renderer->claimedWindows,
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renderer->claimedWindowCapacity * sizeof(WindowData*)
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);
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}
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renderer->claimedWindows[renderer->claimedWindowCount] = windowData;
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renderer->claimedWindowCount += 1;
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return 1;
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}
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else
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{
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Refresh_LogError("Could not create swapchain, failed to claim window!");
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SDL_free(windowData);
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return 0;
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}
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}
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else
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{
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Refresh_LogWarn("Window already claimed!");
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return 0;
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}
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}
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static uint8_t D3D11_UnclaimWindow(
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@ -725,7 +924,6 @@ static Refresh_TextureFormat D3D11_GetSwapchainFormat(
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Refresh_Renderer *driverData,
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void *windowHandle
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) {
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NOT_IMPLEMENTED
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return REFRESH_TEXTUREFORMAT_R8G8B8A8;
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}
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