d3d11: fix unsoundness in hello triangle
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a4a7dca208
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@ -128,11 +128,11 @@ where
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None, // no parent window
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None, // no menus
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instance,
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Some(&mut sample as *mut _ as _),
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Some(&sample as *const _ as _),
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)
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};
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sample.bind_to_window(&hwnd)?;
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sample.bind_to_window(&hwnd).unwrap();
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unsafe { ShowWindow(hwnd, SW_SHOW) };
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loop {
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@ -285,10 +285,10 @@ pub mod d3d11_hello_triangle {
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let (rtv, backbuffer) = create_rtv(&self.device, &swapchain)?;
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let (depth_buffer, depth_stencil_view) = create_depth_buffer(&self.device)?;
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let (triangle_vbo, triangle_indices) = create_triangle_buffers(&self.device)?;
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let triangle_uniforms = create_triangle_uniforms(&self.device)?;
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let triangle_uniforms = create_triangle_uniforms(&self.device).unwrap();
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let vs_blob = compile_shader(VERTEX_SHADER, b"main\0", b"vs_5_0")?;
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let ps_blob = compile_shader(PIXEL_SHADER, b"main\0", b"ps_5_0")?;
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let vs_blob = compile_shader(VERTEX_SHADER, b"main\0", b"vs_5_0\0")?;
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let ps_blob = compile_shader(PIXEL_SHADER, b"main\0", b"ps_5_0\0")?;
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let vs_compiled = unsafe {
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// SAFETY: slice as valid for as long as vs_blob is alive.
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@ -30,6 +30,7 @@ mod tests {
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fn triangle_d3d11() {
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let sample = hello_triangle::d3d11_hello_triangle::Sample::new(
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"../test/slang-shaders/bezel/Mega_Bezel/Presets/MBZ__0__SMOOTH-ADV.slangp",
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// "../test/basic.slangp",
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Some(&FilterChainOptionsD3D11 {
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use_deferred_context: false,
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force_no_mipmaps: false,
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