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Direct3D11: Fix 30/60/120 limit modes not limiting, fix crash sometimes when closing debug build
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c317318924
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@ -54,8 +54,7 @@ static void CreateDeviceAndSwapChain(void) {
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desc.BufferCount = 1;
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// todo see if BGRA slightly faster
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desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.BufferDesc.RefreshRate.Numerator = 60; // TODO just leave at 0? check DXGI docs again
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desc.BufferDesc.RefreshRate.Denominator = 1;
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// RefreshRate intentionally left at 0 so display's refresh rate is used
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desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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desc.OutputWindow = WindowInfo.Handle;
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desc.SampleDesc.Count = 1;
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@ -94,9 +93,13 @@ void Gfx_Free(void) {
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Gfx_FreeState();
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IDXGISwapChain_Release(swapchain);
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ID3D11DeviceContext_Release(context);
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#ifndef _DEBUG
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ID3D11Device_Release(device);
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#ifdef _DEBUG
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#else
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ULONG refCount = ID3D11Device_Release(device);
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if (refCount == 0) return; // device destroyed with no issues
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ID3D11Debug *d3dDebug;
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static const GUID guid_d3dDebug = { 0x79cf2233, 0x7536, 0x4948,{ 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } };
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HRESULT hr = ID3D11Device_QueryInterface(device, &guid_d3dDebug, &d3dDebug);
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@ -1011,9 +1014,10 @@ finished:
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}
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void Gfx_SetFpsLimit(cc_bool vsync, float minFrameMs) {
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gfx_vsync = vsync;
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gfx_minFrameMs = minFrameMs;
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gfx_vsync = vsync;
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}
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void Gfx_BeginFrame(void) { }
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void Gfx_BeginFrame(void) { frameStart = Stopwatch_Measure(); }
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void Gfx_Clear(void) { OM_Clear(); }
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void Gfx_EndFrame(void) {
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@ -1028,6 +1032,7 @@ void Gfx_EndFrame(void) {
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EndReducedPerformance();
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if (hr) Logger_Abort2(hr, "Failed to swap buffers");
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if (gfx_minFrameMs) LimitFPS();
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}
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cc_bool Gfx_WarnIfNecessary(void) { return false; }
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