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dxvk/src/d3d11/d3d11_present.h

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#pragma once
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#include "../dxgi/dxgi_device.h"
#include "../dxgi/dxgi_interfaces.h"
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#include "d3d11_include.h"
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#include "d3d11_texture.h"
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namespace dxvk {
class D3D11Device;
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class D3D11VkBackBuffer : public ComObject<IDXGIVkBackBuffer> {
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public:
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D3D11VkBackBuffer(D3D11Texture2D* pTexture)
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: m_texture(pTexture) { }
HRESULT STDMETHODCALLTYPE QueryInterface(
REFIID riid,
void** ppvObject) final;
Rc<DxvkImage> GetDXVKImage() final;
public:
Com<D3D11Texture2D> m_texture;
};
/**
* \brief Present device
*
* Wires up some swap chain related
* functions to the D3D11 device.
*/
class D3D11Presenter final : public IDXGIVkPresenter {
public:
D3D11Presenter(
IDXGIObject* pContainer,
ID3D11Device* pDevice);
~D3D11Presenter();
ULONG STDMETHODCALLTYPE AddRef();
ULONG STDMETHODCALLTYPE Release();
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HRESULT STDMETHODCALLTYPE QueryInterface(
REFIID riid,
void** ppvObject);
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HRESULT STDMETHODCALLTYPE CreateSwapChainBackBuffer(
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const DXGI_SWAP_CHAIN_DESC1* pSwapChainDesc,
IDXGIVkBackBuffer** ppInterface);
HRESULT STDMETHODCALLTYPE FlushRenderingCommands();
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HRESULT STDMETHODCALLTYPE GetDevice(
REFGUID riid,
void** ppvDevice);
private:
IDXGIObject* m_container;
ID3D11Device* m_device;
};
}