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VideoBackends: Add AbstractShader and AbstractPipeline classes
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43
Source/Core/VideoBackends/D3D/DXPipeline.h
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43
Source/Core/VideoBackends/D3D/DXPipeline.h
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// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <d3d11.h>
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#include <memory>
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#include "VideoCommon/AbstractPipeline.h"
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namespace DX11
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{
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class DXPipeline final : public AbstractPipeline
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{
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public:
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DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader,
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ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
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ID3D11RasterizerState* rasterizer_state, ID3D11DepthStencilState* depth_state,
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ID3D11BlendState* blend_state, D3D11_PRIMITIVE_TOPOLOGY primitive_topology);
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~DXPipeline() override;
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ID3D11InputLayout* GetInputLayout() const { return m_input_layout; }
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ID3D11VertexShader* GetVertexShader() const { return m_vertex_shader; }
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ID3D11GeometryShader* GetGeometryShader() const { return m_geometry_shader; }
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ID3D11PixelShader* GetPixelShader() const { return m_pixel_shader; }
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ID3D11RasterizerState* GetRasterizerState() const { return m_rasterizer_state; }
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ID3D11DepthStencilState* GetDepthState() const { return m_depth_state; }
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ID3D11BlendState* GetBlendState() const { return m_blend_state; }
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D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology() const { return m_primitive_topology; }
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bool HasGeometryShader() const { return m_geometry_shader != nullptr; }
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static std::unique_ptr<DXPipeline> Create(const AbstractPipelineConfig& config);
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private:
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ID3D11InputLayout* m_input_layout;
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ID3D11VertexShader* m_vertex_shader;
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ID3D11GeometryShader* m_geometry_shader;
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ID3D11PixelShader* m_pixel_shader;
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ID3D11RasterizerState* m_rasterizer_state;
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ID3D11DepthStencilState* m_depth_state;
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ID3D11BlendState* m_blend_state;
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D3D11_PRIMITIVE_TOPOLOGY m_primitive_topology;
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};
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} // namespace DX11
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