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Reformat all the things. Have fun with merge conflicts.
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@ -19,34 +19,28 @@ struct ID3D11SamplerState;
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namespace DX11
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{
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class XFBEncoder
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{
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public:
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XFBEncoder();
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XFBEncoder();
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void Init();
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void Shutdown();
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void Init();
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void Shutdown();
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void Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma);
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void Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma);
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private:
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ID3D11Texture2D* m_out;
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ID3D11RenderTargetView* m_outRTV;
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ID3D11Texture2D* m_outStage;
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ID3D11Buffer* m_encodeParams;
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ID3D11Buffer* m_quad;
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ID3D11VertexShader* m_vShader;
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ID3D11InputLayout* m_quadLayout;
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ID3D11PixelShader* m_pShader;
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ID3D11BlendState* m_xfbEncodeBlendState;
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ID3D11DepthStencilState* m_xfbEncodeDepthState;
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ID3D11RasterizerState* m_xfbEncodeRastState;
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ID3D11SamplerState* m_efbSampler;
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ID3D11Texture2D* m_out;
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ID3D11RenderTargetView* m_outRTV;
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ID3D11Texture2D* m_outStage;
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ID3D11Buffer* m_encodeParams;
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ID3D11Buffer* m_quad;
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ID3D11VertexShader* m_vShader;
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ID3D11InputLayout* m_quadLayout;
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ID3D11PixelShader* m_pShader;
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ID3D11BlendState* m_xfbEncodeBlendState;
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ID3D11DepthStencilState* m_xfbEncodeDepthState;
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ID3D11RasterizerState* m_xfbEncodeRastState;
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ID3D11SamplerState* m_efbSampler;
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};
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}
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