Code review for standard library header usage (#88)
This commit is contained in:
Родитель
520a92a81d
Коммит
87983679a8
14
Inc/Audio.h
14
Inc/Audio.h
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@ -12,6 +12,13 @@
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#pragma once
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#include <cstddef>
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#include <cstdint>
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#include <functional>
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#include <memory>
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#include <string>
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#include <vector>
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#include <objbase.h>
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#include <mmreg.h>
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#include <Audioclient.h>
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@ -52,13 +59,6 @@
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#include <DirectXMath.h>
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#include <cstdint>
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#include <functional>
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#include <memory>
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#include <string>
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#include <vector>
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namespace DirectX
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{
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class SoundEffectInstance;
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@ -17,6 +17,8 @@
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#include <d3d12.h>
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#endif
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#include <cstddef>
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namespace DirectX
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{
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@ -23,6 +23,7 @@
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#include <d3d12.h>
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#endif
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#include <cstddef>
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#include <cstdint>
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#include <memory>
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#include <vector>
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@ -17,11 +17,11 @@
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#include <d3d12.h>
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#endif
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#include <cassert>
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#include <cstddef>
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#include <cstdint>
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#include <stdexcept>
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#include <assert.h>
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#include <wrl/client.h>
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@ -17,16 +17,16 @@
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#include <d3d12.h>
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#endif
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#include <DirectXMath.h>
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#include <cassert>
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#include <cstddef>
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#include <initializer_list>
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#include <utility>
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#include <vector>
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#include <assert.h>
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#include <wrl/client.h>
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#include <DirectXMath.h>
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#ifndef _GAMING_XBOX
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#pragma comment(lib,"dxguid.lib")
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#endif
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@ -74,7 +74,7 @@
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// UpdateSubresources
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// D3D12IsLayoutOpaque
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// CommandListCast
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//
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//
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namespace DirectX
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@ -173,7 +173,7 @@ namespace DirectX
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if (stateBefore == stateAfter)
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return;
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D3D12_RESOURCE_BARRIER desc = {};
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desc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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desc.Transition.pResource = resource;
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@ -19,6 +19,7 @@
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#endif
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#include <cstdint>
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#include <cstring>
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#include "RenderTargetState.h"
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@ -17,10 +17,12 @@
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#include <d3d12.h>
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#endif
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#include <DirectXMath.h>
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#include <cstddef>
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#include <memory>
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#include <string>
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#include <DirectXMath.h>
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#include "RenderTargetState.h"
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#include "EffectPipelineStateDescription.h"
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@ -247,7 +249,7 @@ namespace DirectX
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void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
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void __cdecl SetAlpha(float value);
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void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
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// Fog settings.
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void __cdecl SetFogStart(float value) override;
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void __cdecl SetFogEnd(float value) override;
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@ -293,7 +295,7 @@ namespace DirectX
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void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
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void __cdecl SetAlpha(float value);
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void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
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// Fog settings.
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void __cdecl SetFogStart(float value) override;
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void __cdecl SetFogEnd(float value) override;
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@ -302,7 +304,7 @@ namespace DirectX
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// Texture settings.
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void __cdecl SetTexture(D3D12_GPU_DESCRIPTOR_HANDLE srvDescriptor, D3D12_GPU_DESCRIPTOR_HANDLE samplerDescriptor);
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void __cdecl SetTexture2(D3D12_GPU_DESCRIPTOR_HANDLE srvDescriptor, D3D12_GPU_DESCRIPTOR_HANDLE samplerDescriptor);
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private:
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// Private implementation.
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class Impl;
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@ -346,7 +348,7 @@ namespace DirectX
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void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
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void __cdecl SetAlpha(float value);
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void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
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// Light settings.
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void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
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@ -369,7 +371,7 @@ namespace DirectX
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void __cdecl SetEnvironmentMapAmount(float value);
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void XM_CALLCONV SetEnvironmentMapSpecular(FXMVECTOR value);
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void __cdecl SetFresnelFactor(float value);
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private:
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// Private implementation.
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class Impl;
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@ -411,7 +413,7 @@ namespace DirectX
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void __cdecl DisableSpecular();
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void __cdecl SetAlpha(float value);
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void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
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// Light settings.
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void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
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@ -429,7 +431,7 @@ namespace DirectX
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// Texture setting.
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void __cdecl SetTexture(D3D12_GPU_DESCRIPTOR_HANDLE srvDescriptor, D3D12_GPU_DESCRIPTOR_HANDLE samplerDescriptor);
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// Animation settings.
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void __cdecl SetBoneTransforms(_In_reads_(count) XMMATRIX const* value, size_t count) override;
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void __cdecl ResetBoneTransforms() override;
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@ -748,10 +750,10 @@ namespace DirectX
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};
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virtual std::shared_ptr<IEffect> __cdecl CreateEffect(
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const EffectInfo& info,
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const EffectInfo& info,
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const EffectPipelineStateDescription& opaquePipelineState,
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const EffectPipelineStateDescription& alphaPipelineState,
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const D3D12_INPUT_LAYOUT_DESC& inputLayout,
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const D3D12_INPUT_LAYOUT_DESC& inputLayout,
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int textureDescriptorOffset = 0,
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int samplerDescriptorOffset = 0) = 0;
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@ -11,6 +11,7 @@
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#include "VertexTypes.h"
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#include <cstddef>
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#include <memory>
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#include <vector>
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@ -17,6 +17,8 @@
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#include <d3d12.h>
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#endif
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#include <cstddef>
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#include <cstring>
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#include <memory>
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@ -34,7 +36,7 @@ namespace DirectX
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_In_ LinearAllocatorPage* page,
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_In_ D3D12_GPU_VIRTUAL_ADDRESS gpuAddress,
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_In_ ID3D12Resource* resource,
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_In_ void* memory,
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_In_ void* memory,
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_In_ size_t offset,
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_In_ size_t size) noexcept;
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@ -51,7 +53,7 @@ namespace DirectX
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void* Memory() const noexcept { return mMemory; }
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size_t ResourceOffset() const noexcept { return mBufferOffset; }
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size_t Size() const noexcept { return mSize; }
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explicit operator bool () const noexcept { return mResource != nullptr; }
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// Clear the pointer. Using operator -> will produce bad results.
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@ -91,7 +93,7 @@ namespace DirectX
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void* Memory() const noexcept { return mSharedResource->Memory(); }
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size_t ResourceOffset() const noexcept { return mSharedResource->ResourceOffset(); }
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size_t Size() const noexcept { return mSharedResource->Size(); }
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explicit operator bool () const noexcept { return mSharedResource != nullptr; }
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bool operator == (const SharedGraphicsResource& other) const noexcept { return mSharedResource.get() == other.mSharedResource.get(); }
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@ -102,7 +104,7 @@ namespace DirectX
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void __cdecl Reset(GraphicsResource&&);
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void __cdecl Reset(SharedGraphicsResource&&) noexcept;
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void __cdecl Reset(const SharedGraphicsResource& resource) noexcept;
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private:
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std::shared_ptr<GraphicsResource> mSharedResource;
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};
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@ -151,11 +153,11 @@ namespace DirectX
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return alloc;
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}
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// Submits all the pending one-shot memory to the GPU.
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// Submits all the pending one-shot memory to the GPU.
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// The memory will be recycled once the GPU is done with it.
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void __cdecl Commit(_In_ ID3D12CommandQueue* commandQueue);
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// This frees up any unused memory.
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// This frees up any unused memory.
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// If you want to make sure all memory is reclaimed, idle the GPU before calling this.
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// It is not recommended that you call this unless absolutely necessary (e.g. your
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// memory budget changes at run-time, or perhaps you're changing levels in your game.)
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@ -176,4 +178,3 @@ namespace DirectX
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std::unique_ptr<Impl> pImpl;
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};
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}
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20
Inc/Model.h
20
Inc/Model.h
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#include <dxgiformat.h>
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#endif
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#include <DirectXMath.h>
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#include <DirectXCollision.h>
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#include <cassert>
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#include <cstddef>
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#include <cstdint>
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#include <functional>
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#include <iterator>
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#include <utility>
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#include <vector>
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#include <assert.h>
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#include <wrl/client.h>
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#include <DirectXMath.h>
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#include <DirectXCollision.h>
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#include "GraphicsMemory.h"
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#include "Effects.h"
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@ -106,7 +106,7 @@ namespace DirectX
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// Draw the mesh with a callback for each mesh part
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static void __cdecl DrawMeshParts(_In_ ID3D12GraphicsCommandList* commandList, _In_ const ModelMeshPart::Collection& meshParts, DrawCallback callback);
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// Draw the mesh with a range of effects that mesh parts will index into.
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// Draw the mesh with a range of effects that mesh parts will index into.
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// Effects can be any IEffect pointer type (including smart pointer). Value or reference types will not compile.
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// The iterator passed to this method should have random access capabilities for best performance.
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template<typename TEffectIterator, typename TEffectIteratorCategory = typename TEffectIterator::iterator_category>
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@ -172,7 +172,7 @@ namespace DirectX
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void __cdecl DrawOpaque(_In_ ID3D12GraphicsCommandList* commandList, ModelMeshPart::DrawCallback callback) const;
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void __cdecl DrawAlpha(_In_ ID3D12GraphicsCommandList* commandList, ModelMeshPart::DrawCallback callback) const;
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// Draw the mesh with a range of effects that mesh parts will index into.
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// Draw the mesh with a range of effects that mesh parts will index into.
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// TEffectPtr can be any IEffect pointer type (including smart pointer). Value or reference types will not compile.
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template<typename TEffectIterator, typename TEffectIteratorCategory = typename TEffectIterator::iterator_category>
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void DrawOpaque(_In_ ID3D12GraphicsCommandList* commandList, TEffectIterator effects) const
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@ -208,10 +208,10 @@ namespace DirectX
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//
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// NOTE
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//
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//
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// The Model::Draw functions use variadic templates and perfect-forwarding in order to support future overloads to the ModelMesh::Draw
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// family of functions. This means that a new ModelMesh::Draw overload can be added, removed or altered, but the Model::Draw* routines
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// will still remain compatible. The correct ModelMesh::Draw overload will be selected by the compiler depending on the arguments you
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// will still remain compatible. The correct ModelMesh::Draw overload will be selected by the compiler depending on the arguments you
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// provide to Model::Draw*.
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//
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@ -301,7 +301,7 @@ namespace DirectX
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_In_z_ const wchar_t* szFileName,
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ModelLoaderFlags flags = ModelLoader_Default);
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// Utility function for getting a GPU descriptor for a mesh part/material index. If there is no texture the
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// Utility function for getting a GPU descriptor for a mesh part/material index. If there is no texture the
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// descriptor will be zero.
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D3D12_GPU_DESCRIPTOR_HANDLE __cdecl GetGpuTextureHandleForMaterialIndex(uint32_t materialIndex, _In_ ID3D12DescriptorHeap* heap, _In_ size_t descriptorSize, _In_ size_t descriptorOffset) const
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{
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@ -17,9 +17,10 @@
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#include <d3d12.h>
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#endif
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#include <DirectXMath.h>
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#include <memory>
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#include <DirectXMath.h>
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#include "RenderTargetState.h"
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@ -17,7 +17,9 @@
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#include <d3d12.h>
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#endif
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#include <cstddef>
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#include <cstdint>
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#include <cstring>
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#include <memory>
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#include <utility>
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@ -24,9 +24,10 @@
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#include <d3d12.h>
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#endif
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#include <OCIdl.h>
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#include <functional>
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#include <OCIdl.h>
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#pragma comment(lib,"uuid.lib")
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@ -14,11 +14,11 @@
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#include <dxgi1_2.h>
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#endif
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#include <cassert>
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#include <cstddef>
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#include <cstring>
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#include <functional>
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#include <assert.h>
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#include <memory.h>
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#include <DirectXMath.h>
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#include <DirectXPackedVector.h>
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#include <DirectXCollision.h>
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@ -403,7 +403,7 @@ namespace DirectX
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static void Barycentric(const Vector4& v1, const Vector4& v2, const Vector4& v3, float f, float g, Vector4& result) noexcept;
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static Vector4 Barycentric(const Vector4& v1, const Vector4& v2, const Vector4& v3, float f, float g) noexcept;
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static void CatmullRom(const Vector4& v1, const Vector4& v2, const Vector4& v3, const Vector4& v4, float t, Vector4& result) noexcept;
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static Vector4 CatmullRom(const Vector4& v1, const Vector4& v2, const Vector4& v3, const Vector4& v4, float t) noexcept;
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|
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@ -18,11 +18,13 @@
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#include <dxgi.h>
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#endif
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#include <DirectXMath.h>
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#include <DirectXColors.h>
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#include <cstdint>
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#include <functional>
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#include <memory>
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#include <DirectXMath.h>
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#include <DirectXColors.h>
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#include "RenderTargetState.h"
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@ -11,6 +11,8 @@
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#include "SpriteBatch.h"
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#include <cstddef>
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namespace DirectX
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{
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|
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@ -27,6 +27,7 @@
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#include <d3d12.h>
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#endif
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#include <cstddef>
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#include <cstdint>
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#include <memory>
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|
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@ -30,6 +30,7 @@
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#pragma comment(lib,"xmem.lib")
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#endif
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#include <cstddef>
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#include <cstdint>
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#ifndef DDS_ALPHA_MODE_DEFINED
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|
@ -52,7 +53,7 @@ namespace Xbox
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using DirectX::DDS_ALPHA_MODE;
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//
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// NOTE: Flush the GPU caches before using textures created
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// NOTE: Flush the GPU caches before using textures created
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// with these functions.
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//
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// The simplest means of doing this is:
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@ -61,7 +62,7 @@ namespace Xbox
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// CreateDDSTextureFrom...
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// CreateDDSTextureFrom...
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// CreateDDSTextureFrom...
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//
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//
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// // Flush the GPU caches
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// ID3D12CommandList::FlushPipelineX(D3D12XBOX_FLUSH_IDLE, 0, 0);
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//
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@ -79,11 +80,11 @@ namespace Xbox
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_In_ size_t ddsDataSize,
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_Outptr_opt_ ID3D12Resource** texture,
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_Outptr_ void** grfxMemory,
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_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr,
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_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr,
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_In_ bool forceSRGB = false,
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_Out_opt_ bool* isCubeMap = nullptr) noexcept;
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HRESULT __cdecl CreateDDSTextureFromFile(
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HRESULT __cdecl CreateDDSTextureFromFile(
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_In_ ID3D12Device* d3dDevice,
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_In_z_ const wchar_t* szFileName,
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_Outptr_opt_ ID3D12Resource** texture,
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|
|
15
Src/pch.h
15
Src/pch.h
|
@ -149,17 +149,14 @@
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#pragma warning(pop)
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#endif
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#define _XM_NO_XMVECTOR_OVERLOADS_
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#include <DirectXMath.h>
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#include <DirectXPackedVector.h>
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#include <DirectXCollision.h>
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#include <algorithm>
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#include <atomic>
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#include <array>
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#include <cassert>
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#include <cstddef>
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#include <cstdint>
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <exception>
|
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#include <initializer_list>
|
||||
#include <iterator>
|
||||
|
@ -186,6 +183,12 @@
|
|||
|
||||
#include <malloc.h>
|
||||
|
||||
#define _XM_NO_XMVECTOR_OVERLOADS_
|
||||
|
||||
#include <DirectXMath.h>
|
||||
#include <DirectXPackedVector.h>
|
||||
#include <DirectXCollision.h>
|
||||
|
||||
#pragma warning(push)
|
||||
#pragma warning(disable : 4467 5038 5204 5220)
|
||||
#include <wrl.h>
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||||
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