.. _program_listing_file_Source_Azura_RenderSystem_Src_D3D12_D3D12RenderSystem.cpp: Program Listing for File D3D12RenderSystem.cpp ============================================== |exhale_lsh| :ref:`Return to documentation for file ` (``Source\Azura\RenderSystem\Src\D3D12\D3D12RenderSystem.cpp``) .. |exhale_lsh| unicode:: U+021B0 .. UPWARDS ARROW WITH TIP LEFTWARDS .. code-block:: cpp #include "Generic/RenderSystem.h" #include "D3D12/D3D12Renderer.h" #include "D3D12/D3D12TextureManager.h" #include "Generic/Windows/Win32GLFWWindow.h" namespace Azura { std::unique_ptr RenderSystem::CreateRenderer(const ApplicationInfo& appInfo, const DeviceRequirements& deviceRequirements, const ApplicationRequirements& appRequirements, const SwapChainRequirements& swapChainRequirement, const RenderPassRequirements& renderPassRequirements, const DescriptorRequirements& descriptorRequirements, const ShaderRequirements& shaderRequirements, Memory::Allocator& mainAllocator, Memory::Allocator& drawAllocator, Window& window) { return std::make_unique(appInfo, deviceRequirements, appRequirements, swapChainRequirement, renderPassRequirements, descriptorRequirements, shaderRequirements, mainAllocator, drawAllocator, window); } std::unique_ptr RenderSystem::CreateTextureManager(const TextureRequirements& textureRequirements) { return std::make_unique(textureRequirements); } std::unique_ptr RenderSystem::CreateApplicationWindow(String title, U32 width, U32 height) { return std::make_unique(title, width, height); } } // namespace Azura