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VideoCommon: Abstract bounding box
This moves much of the duplicated bounding box code into VideoCommon, leaving only the specific buffer implementations in each backend.
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@ -2,21 +2,29 @@
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "Common/CommonTypes.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoCommon/BoundingBox.h"
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namespace DX11
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{
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class BBox
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class D3DBoundingBox final : public BoundingBox
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{
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public:
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static ID3D11UnorderedAccessView* GetUAV();
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static void Init();
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static void Shutdown();
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~D3DBoundingBox() override;
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static void Flush();
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static void Readback();
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bool Initialize() override;
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static void Set(int index, int value);
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static int Get(int index);
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protected:
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std::vector<BBoxType> Read(u32 index, u32 length) override;
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void Write(u32 index, const std::vector<BBoxType>& values) override;
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private:
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ComPtr<ID3D11Buffer> m_buffer;
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ComPtr<ID3D11Buffer> m_staging_buffer;
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ComPtr<ID3D11UnorderedAccessView> m_uav;
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};
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}; // namespace DX11
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} // namespace DX11
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