Searched refs:mAvailableFeatureLevels (Results 1 – 2 of 2) sorted by relevance
464 mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_1); in Renderer11()468 mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_0); in Renderer11()476 mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_1); in Renderer11()480 mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_0); in Renderer11()488 mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_3); in Renderer11()493 mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_2); in Renderer11()497 mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_1); in Renderer11()691 debug ? D3D11_CREATE_DEVICE_DEBUG : 0, mAvailableFeatureLevels.data(), in callD3D11CreateDevice()692 static_cast<unsigned int>(mAvailableFeatureLevels.size()), D3D11_SDK_VERSION, &mDevice, in callD3D11CreateDevice()826 result = createDevice12(mDxgiAdapter.Get(), mAvailableFeatureLevels[0], in callD3D11On12CreateDevice()[all …]
576 std::vector<D3D_FEATURE_LEVEL> mAvailableFeatureLevels; variable