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internal/graphicsdriver/directx: refactoring
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3e0ff1abe1
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@ -44,43 +44,6 @@ func NewGraphics() (graphicsdriver.Graphics, error) {
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return g, nil
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}
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var inputElementDescs []_D3D12_INPUT_ELEMENT_DESC
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func init() {
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position := []byte("POSITION\000")
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texcoord := []byte("TEXCOORD\000")
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color := []byte("COLOR\000")
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inputElementDescs = []_D3D12_INPUT_ELEMENT_DESC{
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{
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SemanticName: &position[0],
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SemanticIndex: 0,
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Format: _DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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{
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SemanticName: &texcoord[0],
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SemanticIndex: 0,
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Format: _DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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{
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SemanticName: &color[0],
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SemanticIndex: 0,
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Format: _DXGI_FORMAT_R32G32B32A32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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}
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}
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type resourceWithSize struct {
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value *_ID3D12Resource
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sizeInBytes uint32
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@ -25,6 +25,36 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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var inputElementDescs = []_D3D12_INPUT_ELEMENT_DESC{
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{
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SemanticName: &([]byte("POSITION\000"))[0],
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SemanticIndex: 0,
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Format: _DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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{
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SemanticName: &([]byte("TEXCOORD\000"))[0],
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SemanticIndex: 0,
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Format: _DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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{
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SemanticName: &([]byte("COLOR\000"))[0],
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SemanticIndex: 0,
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Format: _DXGI_FORMAT_R32G32B32A32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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}
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const numDescriptorsPerFrame = 32
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func blendFactorToBlend(f graphicsdriver.BlendFactor, alpha bool) _D3D12_BLEND {
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