void Direct3DBase::CreateDeviceResources() { D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0,

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Presentation transcript:

void Direct3DBase::CreateDeviceResources() { D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_9_3, D3D_FEATURE_LEVEL_9_2, D3D_FEATURE_LEVEL_9_1 }; //...

D3D11CreateDevice( nullptr, // use the default adapter D3D_DRIVER_TYPE_HARDWARE, 0, creationFlags, // defined above featureLevels, // what app will support ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, // should always be D3D11_SDK_VERSION &device, // created device &m_featureLevel, // feature level of the device &context // corresponding immediate context );

// Determine the technique that will be used to render the sprites. auto featureLevel = d3dDevice->GetFeatureLevel(); if (featureLevel >= D3D_FEATURE_LEVEL_10_0) { // Generate sprites on GPU using Geometry Shader m_technique = RenderTechnique::GeometryShader; }