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SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
41 lines
1.3 KiB
C++
41 lines
1.3 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <d3d12.h>
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#include <memory>
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#include "VideoCommon/AbstractPipeline.h"
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namespace DX12
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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(ID3D12PipelineState* pipeline, ID3D12RootSignature* root_signature,
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AbstractPipelineUsage usage, D3D12_PRIMITIVE_TOPOLOGY primitive_topology,
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bool use_integer_rtv);
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~DXPipeline() override;
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static std::unique_ptr<DXPipeline> Create(const AbstractPipelineConfig& config,
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const void* cache_data, size_t cache_data_size);
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ID3D12PipelineState* GetPipeline() const { return m_pipeline; }
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ID3D12RootSignature* GetRootSignature() const { return m_root_signature; }
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AbstractPipelineUsage GetUsage() const { return m_usage; }
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D3D12_PRIMITIVE_TOPOLOGY GetPrimitiveTopology() const { return m_primitive_topology; }
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bool UseIntegerRTV() const { return m_use_integer_rtv; }
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CacheData GetCacheData() const override;
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private:
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ID3D12PipelineState* m_pipeline;
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ID3D12RootSignature* m_root_signature;
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AbstractPipelineUsage m_usage;
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D3D12_PRIMITIVE_TOPOLOGY m_primitive_topology;
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bool m_use_integer_rtv;
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};
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} // namespace DX12
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