GPUDevice: Get rid of framebuffer abstraction
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@ -13,32 +13,6 @@
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class D3D11Device;
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class D3D11Framebuffer final : public GPUFramebuffer
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{
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friend D3D11Device;
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template<typename T>
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using ComPtr = Microsoft::WRL::ComPtr<T>;
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public:
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~D3D11Framebuffer() override;
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ALWAYS_INLINE u32 GetNumRTVs() const { return m_rtv ? 1 : 0; }
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ALWAYS_INLINE ID3D11RenderTargetView* GetRTV() const { return m_rtv.Get(); }
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ALWAYS_INLINE ID3D11RenderTargetView* const* GetRTVArray() const { return m_rtv.GetAddressOf(); }
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ALWAYS_INLINE ID3D11DepthStencilView* GetDSV() const { return m_dsv.Get(); }
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void SetDebugName(const std::string_view& name) override;
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void CommitClear(ID3D11DeviceContext1* context);
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private:
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D3D11Framebuffer(GPUTexture* rt, GPUTexture* ds, u32 width, u32 height, ComPtr<ID3D11RenderTargetView> rtv,
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ComPtr<ID3D11DepthStencilView> dsv);
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ComPtr<ID3D11RenderTargetView> m_rtv;
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ComPtr<ID3D11DepthStencilView> m_dsv;
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};
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class D3D11Sampler final : public GPUSampler
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{
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friend D3D11Device;
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