| 11 | #include "SettingsTab.h" |
| 12 | |
| 13 | bool Direct3D11Render::DirectXInit(const HWND hWnd) |
| 14 | { |
| 15 | // Setup swap chain |
| 16 | DXGI_SWAP_CHAIN_DESC sd; |
| 17 | ZeroMemory(&sd, sizeof(sd)); |
| 18 | sd.BufferCount = 2; |
| 19 | sd.BufferDesc.Width = 0; |
| 20 | sd.BufferDesc.Height = 0; |
| 21 | sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
| 22 | sd.BufferDesc.RefreshRate.Numerator = 60; |
| 23 | sd.BufferDesc.RefreshRate.Denominator = 1; |
| 24 | sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; |
| 25 | sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
| 26 | sd.OutputWindow = hWnd; |
| 27 | sd.SampleDesc.Count = 1; |
| 28 | sd.SampleDesc.Quality = 0; |
| 29 | sd.Windowed = TRUE; |
| 30 | sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; |
| 31 | |
| 32 | //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; |
| 33 | D3D_FEATURE_LEVEL featureLevel; |
| 34 | constexpr D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; |
| 35 | if (constexpr UINT createDeviceFlags = 0; D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, |
| 36 | featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, |
| 37 | &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) |
| 38 | return false; |
| 39 | |
| 40 | if (!CreateRenderTarget()) |
| 41 | return false; |
| 42 | |
| 43 | Renderimgui(hWnd); |
| 44 | |
| 45 | Misc::CheckVersion(); |
| 46 | |
| 47 | if (S.checkPrerelease) |
| 48 | Misc::CheckPrerelease(S.fileName); |
| 49 | |
| 50 | gamePatch = Misc::GetCurrentPatch(); |
| 51 | |
| 52 | std::thread t{ Misc::GetAllChampionSkins }; |
| 53 | t.detach(); |
| 54 | |
| 55 | std::thread AutoAcceptThread(&GameTab::AutoAccept); |
| 56 | AutoAcceptThread.detach(); |
| 57 | |
| 58 | return true; |
| 59 | } |
| 60 | |
| 61 | void Direct3D11Render::StartFrame() |
| 62 | { |