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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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@ -8,9 +8,10 @@
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
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#include "VideoCommon/RenderBase.h"
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class BoundingBox;
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namespace DX12
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{
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class BoundingBox;
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class DXFramebuffer;
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class DXTexture;
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class DXShader;
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@ -48,10 +49,6 @@ public:
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const void* cache_data = nullptr,
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size_t cache_data_length = 0) override;
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u16 BBoxReadImpl(int index) override;
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void BBoxWriteImpl(int index, u16 value) override;
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void BBoxFlushImpl() override;
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void Flush() override;
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void WaitForGPUIdle() override;
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@ -100,6 +97,8 @@ public:
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protected:
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void OnConfigChanged(u32 bits) override;
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std::unique_ptr<BoundingBox> CreateBoundingBox() const override;
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private:
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static const u32 MAX_TEXTURES = 8;
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static const u32 NUM_CONSTANT_BUFFERS = 3;
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@ -150,7 +149,6 @@ private:
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// Owned objects
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std::unique_ptr<SwapChain> m_swap_chain;
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std::unique_ptr<BoundingBox> m_bounding_box;
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// Current state
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struct
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