MAJOR UPDATE - BROKEN
- New way of loading Texture
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57
enginecustom/include/Inc/GraphicsMemory.h
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57
enginecustom/include/Inc/GraphicsMemory.h
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//--------------------------------------------------------------------------------------
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// File: GraphicsMemory.h
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//
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// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#pragma once
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#if defined(_XBOX_ONE) && defined(_TITLE)
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#include <d3d11_x.h>
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#else
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#include <d3d11_1.h>
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#endif
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#include <cstddef>
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#include <memory>
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namespace DirectX
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{
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inline namespace DX11
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{
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class GraphicsMemory
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{
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public:
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#if defined(_XBOX_ONE) && defined(_TITLE)
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GraphicsMemory(_In_ ID3D11DeviceX* device, unsigned int backBufferCount = 2);
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#else
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GraphicsMemory(_In_ ID3D11Device* device, unsigned int backBufferCount = 2);
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#endif
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GraphicsMemory(GraphicsMemory&&) noexcept;
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GraphicsMemory& operator= (GraphicsMemory&&) noexcept;
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GraphicsMemory(GraphicsMemory const&) = delete;
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GraphicsMemory& operator=(GraphicsMemory const&) = delete;
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virtual ~GraphicsMemory();
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void* __cdecl Allocate(_In_opt_ ID3D11DeviceContext* context, size_t size, int alignment);
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void __cdecl Commit();
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// Singleton
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static GraphicsMemory& __cdecl Get();
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private:
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// Private implementation.
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class Impl;
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std::unique_ptr<Impl> pImpl;
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};
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}
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}
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