Previously, I set up the high-level renderer and defined how it would interact with a low-level renderer through an interface. I also added the required headers for DirectX 12 so that we can access its API.
Today, I'm going to start with writing the initialization and shutdown code for the D3D12 low-level renderer.
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--- shaman ---
Eearslya Sleiarion
Michael McMahon
00:00 - intro
00:50 - create a DXGIFactory
05:25 - write an assertion macro for COM function calls
07:48 - enumerate graphics cards using the DXGIFactory
14:48 - determine the maximum feature level supported by the graphics card
17:50 - create the main D3D12 device
20:50 - create the debug interface and enable debug layer
22:30 - set info queue break severity
24:35 - report live device objects using a debug device
26:20 - fix typos and bugs
keywords: graphics rendering, direct3d 12, directx 12, dxgi
by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries