2013-11-06 22:52:00 +01:00
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#pragma once
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#ifndef Core_h
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#define Core_h
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2013-11-26 13:44:58 +01:00
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#include "Dx11Includes.h"
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#include <sstream>
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#include "OysterMath.h"
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//#include <vld.h>
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namespace Oyster
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{
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namespace Graphics
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{
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class Core
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{
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public:
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static ID3D11Device* device;
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static ID3D11DeviceContext* deviceContext;
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static IDXGISwapChain* swapChain;
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static std::stringstream log;
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//BackBufferRTV
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static ID3D11RenderTargetView* backBufferRTV;
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//BackBufferUAV
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static ID3D11UnorderedAccessView* backBufferUAV;
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//DepthStencil
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static ID3D11DepthStencilView* depthStencil;
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static ID3D11ShaderResourceView* depthStencilUAV;
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//ViewPort
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static D3D11_VIEWPORT* viewPort;
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static Oyster::Math::Float2 resolution;
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static ID3D11ShaderResourceView* srvNULL[16];
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static ID3D11RenderTargetView* rtvNULL[8];
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static ID3D11UnorderedAccessView* uavNULL[8];
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class Buffer
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{
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public:
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enum BUFFER_TYPE
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{
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VERTEX_BUFFER,
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INDEX_BUFFER,
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CONSTANT_BUFFER_VS,
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CONSTANT_BUFFER_GS,
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CONSTANT_BUFFER_PS,
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CONSTANT_BUFFER_CS,
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STRUCTURED_BUFFER,
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BUFFER_TYPE_COUNT
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};
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enum BUFFER_USAGE
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{
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BUFFER_DEFAULT,
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BUFFER_STREAM_OUT_TARGET,
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BUFFER_CPU_WRITE,
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BUFFER_CPU_WRITE_DISCARD,
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BUFFER_CPU_READ,
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BUFFER_USAGE_COUNT,
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BUFFER_USAGE_IMMUTABLE
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};
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struct BUFFER_INIT_DESC
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{
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BUFFER_TYPE Type;
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UINT32 NumElements;
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UINT32 ElementSize;
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BUFFER_USAGE Usage;
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void* InitData;
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BUFFER_INIT_DESC()
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{
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InitData = NULL;
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Usage = BUFFER_DEFAULT;
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}
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};
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protected:
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ID3D11Buffer* mBuffer;
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BUFFER_TYPE mType;
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BUFFER_USAGE mUsage;
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UINT32 mElementSize;
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UINT32 mElementCount;
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public:
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Buffer();
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virtual ~Buffer();
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HRESULT Init(const BUFFER_INIT_DESC& initDesc);
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void* Map();
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void Unmap();
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operator ID3D11Buffer*();
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operator const ID3D11Buffer*() const;
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HRESULT Apply(UINT32 misc = 0) const;
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ID3D11Buffer* GetBufferPointer();
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UINT32 GetVertexSize();
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UINT32 GetElementCount();
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};
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class PipelineManager
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{
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public:
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struct RenderPass
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{
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struct
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{
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int Pixel,Vertex,Geometry,Compute,Hull,Domain;
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}Shaders;
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struct IAStage_
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{
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ID3D11InputLayout* Layout;
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D3D11_PRIMITIVE_TOPOLOGY Topology;
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}IAStage;
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struct RenderStates_
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{
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ID3D11DepthStencilState *DepthStencil;
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ID3D11RasterizerState *Rasterizer;
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ID3D11SamplerState **SampleState;
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int SampleCount;
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ID3D11BlendState *BlendState;
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}RenderStates;
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struct
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{
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std::vector<ID3D11Buffer*> Vertex;
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std::vector<ID3D11Buffer*> Geometry;
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std::vector<ID3D11Buffer*> Pixel;
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std::vector<ID3D11Buffer*> Compute;
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}CBuffers;
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struct
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{
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std::vector<ID3D11ShaderResourceView*> Vertex;
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std::vector<ID3D11ShaderResourceView*> Geometry;
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std::vector<ID3D11ShaderResourceView*> Pixel;
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std::vector<ID3D11ShaderResourceView*> Compute;
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}SRV;
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std::vector<ID3D11RenderTargetView*> RTV;
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struct
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{
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std::vector<ID3D11UnorderedAccessView*> Pixel;
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std::vector<ID3D11UnorderedAccessView*> Compute;
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}UAV;
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ID3D11DepthStencilView* depth;
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RenderPass()
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{
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RenderStates.BlendState=NULL;
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RenderStates.DepthStencil=NULL;
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RenderStates.Rasterizer=NULL;
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RenderStates.SampleState=NULL;
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RenderStates.SampleCount=0;
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Shaders.Compute=-1;
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Shaders.Domain=-1;
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Shaders.Geometry=-1;
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Shaders.Hull=-1;
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Shaders.Pixel=-1;
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Shaders.Vertex=-1;
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}
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};
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enum ShaderType
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{
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Vertex,
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Hull,
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Domain,
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Geometry,
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Pixel,
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Compute
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};
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struct ShaderData
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{
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size_t size;
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char* data;
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};
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static void SetRenderPass(RenderPass);
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static void CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout);
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static bool Init(std::wstring filename, ShaderType type, std::wstring name);
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static void* CreateShader(ShaderData data, ShaderType type);
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struct Get
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{
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static int Pixel(std::wstring Name);
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static int Vertex(std::wstring Name);
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static int Geometry(std::wstring Name);
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static int Compute(std::wstring Name);
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static int Hull(std::wstring Name);
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static int Domain(std::wstring Name);
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};
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struct Set
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{
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static void Pixel(int Index);
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static void Vertex(int Index);
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static void Geometry(int Index);
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static void Compute(int Index);
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static void Hull(int Index);
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static void Domain(int Index);
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};
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static void Clean();
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static void CleanPipeline();
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};
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//Set resulotion Before Calling Full Init
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class Init
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{
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public:
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enum State
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{
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Success,
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Fail
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};
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static State CreateDeviceAndDeviceContext(bool SingleThreaded = true, bool Reference = false, bool ForceDX11 = true);
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static State CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen, Oyster::Math::Float2 Size);
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static State CreateDepthStencil(bool MSAA_Quality, Oyster::Math::Float2 Size);
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static State CreateBackBufferViews();
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static State CreateViewPort(Oyster::Math::Float2 Origin, Oyster::Math::Float2 Size);
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static State FullInit(HWND Window, bool MSAA_Quality, bool Fullscreen);
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static State ReInitialize(HWND Window, bool MSAA_Quality, bool Fullscreen);
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static State CreateLinkedShaderResourceFromTexture(ID3D11RenderTargetView** rtv, ID3D11ShaderResourceView** srv, ID3D11UnorderedAccessView** uav);
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static State CreateLinkedShaderResourceFromStructuredBuffer(Buffer** Structured, ID3D11ShaderResourceView** srv, ID3D11UnorderedAccessView** uav);
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static State CreateLinkedShaderResourceFromStructuredBuffer(void* InitData, int numElem, int ElemSize, Buffer** Structured, ID3D11ShaderResourceView** srv, ID3D11UnorderedAccessView** uav);
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};
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};
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}
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}
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#endif
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