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https://github.com/hrydgard/ppsspp.git
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Separate T3DCreate* into its own header to avoid including Windows.h etc in some cases.
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5d77c63216
commit
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@ -980,6 +980,7 @@ add_library(native STATIC
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ext/native/profiler/profiler.h
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ext/native/thin3d/thin3d.cpp
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ext/native/thin3d/thin3d.h
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ext/native/thin3d/thin3d_create.h
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${THIN3D_PLATFORMS}
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ext/native/thread/executor.cpp
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ext/native/thread/executor.h
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@ -14,4 +14,5 @@
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#undef min
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#undef max
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#endif
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#undef DrawText
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#endif
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@ -37,6 +37,7 @@
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#include "Common/GraphicsContext.h"
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#ifdef _WIN32
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#include "Common/CommonWindows.h"
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#include "Windows/InputDevice.h"
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#endif
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@ -39,6 +39,7 @@ QTM_USE_NAMESPACE
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#include "Core/Core.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "thin3d/thin3d_create.h"
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#include "thin3d/GLRenderManager.h"
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// Input
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@ -42,6 +42,7 @@
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#include "UI/GameSettingsScreen.h"
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#ifdef _WIN32
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#include "Common/CommonWindows.h"
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// Want to avoid including the full header here as it includes d3dx.h
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int GetD3DXVersion();
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#endif
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@ -14,6 +14,7 @@
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#include "Windows/GPU/D3D11Context.h"
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#include "Windows/W32Util/Misc.h"
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#include "thin3d/thin3d.h"
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#include "thin3d/thin3d_create.h"
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#include "thin3d/d3d11_loader.h"
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#if PPSSPP_PLATFORM(UWP)
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@ -14,6 +14,7 @@
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#include "Windows/GPU/D3D9Context.h"
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#include "Windows/W32Util/Misc.h"
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#include "thin3d/thin3d.h"
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#include "thin3d/thin3d_create.h"
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#include "thin3d/d3dx9_loader.h"
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void D3D9Context::SwapBuffers() {
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@ -21,6 +21,7 @@
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#include "gfx/gl_common.h"
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#include "gfx/gl_debug_log.h"
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#include "gfx_es2/gpu_features.h"
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#include "thin3d/thin3d_create.h"
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#include "thin3d/GLRenderManager.h"
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#include "GL/gl.h"
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#include "GL/wglew.h"
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@ -58,6 +58,7 @@
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#include "base/stringutil.h"
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#include "thin3d/thin3d.h"
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#include "thin3d/thin3d_create.h"
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#include "thin3d/VulkanRenderManager.h"
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#include "util/text/parsers.h"
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#include "Windows/GPU/WindowsVulkanContext.h"
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@ -2,6 +2,7 @@
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#include "base/logging.h"
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#include "base/NativeApp.h"
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#include "gfx_es2/gpu_features.h"
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#include "thin3d/thin3d_create.h"
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#include "AndroidEGLContext.h"
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#include "GL/GLInterface/EGLAndroid.h"
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@ -6,6 +6,7 @@
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#include "AndroidGraphicsContext.h"
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#include "thin3d/GLRenderManager.h"
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#include "thin3d/thin3d_create.h"
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// Doesn't do much. Just to fit in.
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class AndroidJavaEGLGraphicsContext : public AndroidGraphicsContext {
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@ -6,6 +6,7 @@
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#include "Common/Vulkan/VulkanLoader.h"
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#include "Common/Vulkan/VulkanContext.h"
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#include "thin3d/VulkanRenderManager.h"
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#include "thin3d/thin3d_create.h"
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#include "util/text/parsers.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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@ -11,8 +11,6 @@
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#include "math/lin/matrix4x4.h"
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#include "thin3d/thin3d.h"
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#undef DrawText
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struct Atlas;
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enum {
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@ -243,6 +243,7 @@
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<ClInclude Include="thin3d\DataFormatGL.h" />
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<ClInclude Include="thin3d\GLQueueRunner.h" />
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<ClInclude Include="thin3d\GLRenderManager.h" />
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<ClInclude Include="thin3d\thin3d_create.h" />
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<ClInclude Include="thin3d\VulkanQueueRunner.h" />
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<ClInclude Include="thin3d\VulkanRenderManager.h" />
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<ClInclude Include="util\text\wrap_text.h" />
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@ -766,4 +767,4 @@
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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</Project>
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@ -338,6 +338,9 @@
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<ClInclude Include="thin3d\DataFormatGL.h">
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<Filter>thin3d</Filter>
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</ClInclude>
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<ClInclude Include="thin3d\thin3d_create.h">
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<Filter>thin3d</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="gfx\gl_debug_log.cpp">
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@ -6,7 +6,7 @@
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#pragma once
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#include <stdint.h>
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#include <cstdint>
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#include <cstddef>
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#include <vector>
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#include <string>
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@ -16,26 +16,6 @@
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class Matrix4x4;
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#ifdef _WIN32
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#ifndef NOMINMAX
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#define NOMINMAX
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#endif
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#include <d3dcommon.h>
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struct IDirect3DDevice9;
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struct IDirect3D9;
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struct IDirect3DDevice9Ex;
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struct IDirect3D9Ex;
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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struct ID3D11Device1;
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struct ID3D11DeviceContext1;
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#endif
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class VulkanContext;
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namespace Draw {
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// Useful in UBOs
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@ -664,17 +644,8 @@ protected:
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int targetHeight_;
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};
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DrawContext *T3DCreateGLContext();
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extern const UniformBufferDesc UBPresetDesc;
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#ifdef _WIN32
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DrawContext *T3DCreateDX9Context(IDirect3D9 *d3d, IDirect3D9Ex *d3dEx, int adapterId, IDirect3DDevice9 *device, IDirect3DDevice9Ex *deviceEx);
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DrawContext *T3DCreateD3D11Context(ID3D11Device *device, ID3D11DeviceContext *context, ID3D11Device1 *device1, ID3D11DeviceContext1 *context1, D3D_FEATURE_LEVEL featureLevel, HWND hWnd);
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#endif
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DrawContext *T3DCreateVulkanContext(VulkanContext *context, bool split);
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// UBs for the preset shaders
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struct VsTexColUB {
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38
ext/native/thin3d/thin3d_create.h
Normal file
38
ext/native/thin3d/thin3d_create.h
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@ -0,0 +1,38 @@
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#pragma once
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#include "thin3d/thin3d.h"
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// Separated this stuff into its own file so we don't get Windows.h included if all we want is the thin3d declarations.
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#ifdef _WIN32
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#ifndef NOMINMAX
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#define NOMINMAX
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#endif
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#include <d3dcommon.h>
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struct IDirect3DDevice9;
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struct IDirect3D9;
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struct IDirect3DDevice9Ex;
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struct IDirect3D9Ex;
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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struct ID3D11Device1;
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struct ID3D11DeviceContext1;
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#endif
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class VulkanContext;
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namespace Draw {
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DrawContext *T3DCreateGLContext();
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#ifdef _WIN32
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DrawContext *T3DCreateDX9Context(IDirect3D9 *d3d, IDirect3D9Ex *d3dEx, int adapterId, IDirect3DDevice9 *device, IDirect3DDevice9Ex *deviceEx);
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DrawContext *T3DCreateD3D11Context(ID3D11Device *device, ID3D11DeviceContext *context, ID3D11Device1 *device1, ID3D11DeviceContext1 *context1, D3D_FEATURE_LEVEL featureLevel, HWND hWnd);
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#endif
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DrawContext *T3DCreateVulkanContext(VulkanContext *context, bool split);
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} // namespace Draw
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@ -36,6 +36,7 @@
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#include "gfx_es2/gpu_features.h"
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#include "file/vfs.h"
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#include "file/zip_read.h"
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#include "thin3d/thin3d_create.h"
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const bool WINDOW_VISIBLE = false;
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const int WINDOW_WIDTH = 480;
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@ -16,6 +16,7 @@
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#include "net/resolve.h"
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#include "ui/screen.h"
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#include "thin3d/thin3d.h"
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#include "thin3d/thin3d_create.h"
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#include "thin3d/GLRenderManager.h"
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#include "input/keycodes.h"
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#include "gfx_es2/gpu_features.h"
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