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[host] dxgi: allow the HDR texture to be shared with other backends
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@ -766,11 +766,19 @@ static bool dxgi_init(void)
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.SampleDesc.Quality = 0,
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.SampleDesc.Quality = 0,
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.Usage = D3D11_USAGE_DEFAULT,
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.Usage = D3D11_USAGE_DEFAULT,
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.Format = DXGI_FORMAT_R10G10B10A2_UNORM,
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.Format = DXGI_FORMAT_R10G10B10A2_UNORM,
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.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,
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.BindFlags = D3D11_BIND_RENDER_TARGET |
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D3D11_BIND_SHADER_RESOURCE,
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.CPUAccessFlags = 0,
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.CPUAccessFlags = 0,
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.MiscFlags = 0
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.MiscFlags = D3D11_RESOURCE_MISC_SHARED_NTHANDLE |
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D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX
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};
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};
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// allow texture sharing with other backends
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if (this->backend != ©BackendD3D11)
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hdrTexDesc.MiscFlags |=
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D3D11_RESOURCE_MISC_SHARED_NTHANDLE |
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D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
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status = ID3D11Device_CreateTexture2D(*this->device, &hdrTexDesc, NULL,
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status = ID3D11Device_CreateTexture2D(*this->device, &hdrTexDesc, NULL,
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(ID3D11Texture2D **)comRef_newGlobal(&this->texture[i].hdrTex));
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(ID3D11Texture2D **)comRef_newGlobal(&this->texture[i].hdrTex));
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