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Avoid D3D9 fallback on lack of codec support unless a D3D11 FL11.0 GPU wasn't found
We'd rather not waste time (and risk crashes) loading the D3D9 driver if the GPU doesn't have the physical decoding hardware at all.
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@@ -21,6 +21,7 @@ public:
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virtual int getRendererAttributes() override;
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virtual int getDecoderCapabilities() override;
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virtual bool needsTestFrame() override;
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virtual InitFailureReason getInitFailureReason() override;
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private:
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static void lockContext(void* lock_ctx);
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@@ -35,6 +36,8 @@ private:
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bool createDeviceByAdapterIndex(int adapterIndex, bool* adapterNotFound = nullptr);
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int m_DecoderSelectionPass;
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int m_DevicesWithFL11Support;
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int m_DevicesWithCodecSupport;
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IDXGIFactory5* m_Factory;
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ID3D11Device* m_Device;
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