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								// Copyright 2016 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 <memory>
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								#include <utility>
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								#include "Common/CommonTypes.h"
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								#include "VideoBackends/Vulkan/Constants.h"
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								#include "VideoBackends/Vulkan/TextureCache.h"
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								#include "VideoCommon/FramebufferManagerBase.h"
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								#include "VideoCommon/RenderState.h"
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								class AbstractStagingTexture;
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								namespace Vulkan
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								{
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								class StateTracker;
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								class StreamBuffer;
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								class Texture2D;
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								class VertexFormat;
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								class VKTexture;
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								class XFBSource;
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								class FramebufferManager : public FramebufferManagerBase
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								{
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								public:
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								  FramebufferManager();
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								  ~FramebufferManager();
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								  static FramebufferManager* GetInstance();
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								  bool Initialize();
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								  VkRenderPass GetEFBLoadRenderPass() const { return m_efb_load_render_pass; }
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								  VkRenderPass GetEFBClearRenderPass() const { return m_efb_clear_render_pass; }
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								  Texture2D* GetEFBColorTexture() const { return m_efb_color_texture.get(); }
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								  Texture2D* GetEFBDepthTexture() const { return m_efb_depth_texture.get(); }
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								  VkFramebuffer GetEFBFramebuffer() const { return m_efb_framebuffer; }
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								  u32 GetEFBWidth() const;
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								  u32 GetEFBHeight() const;
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								  u32 GetEFBLayers() const;
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								  VkSampleCountFlagBits GetEFBSamples() const;
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								  MultisamplingState GetEFBMultisamplingState() const;
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								  void RecreateEFBFramebuffer();
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								  // Recompile shaders, use when MSAA mode changes.
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								  void RecompileShaders();
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								  // Reinterpret pixel format of EFB color texture.
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								  // Assumes no render pass is currently in progress.
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								  // Swaps EFB framebuffers, so re-bind afterwards.
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								  void ReinterpretPixelData(int convtype);
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								  // This render pass can be used for other readback operations.
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								  VkRenderPass GetColorCopyForReadbackRenderPass() const { return m_copy_color_render_pass; }
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								  // Resolve color/depth textures to a non-msaa texture, and return it.
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								  Texture2D* ResolveEFBColorTexture(const VkRect2D& region);
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								  Texture2D* ResolveEFBDepthTexture(const VkRect2D& region);
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								  // Returns the texture that the EFB color texture is resolved to when multisampling is enabled.
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								  // Ensure ResolveEFBColorTexture is called before this method.
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								  Texture2D* GetResolvedEFBColorTexture() const { return m_efb_resolve_color_texture.get(); }
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								  // Reads a framebuffer value back from the GPU. This may block if the cache is not current.
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								  u32 PeekEFBColor(u32 x, u32 y);
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								  float PeekEFBDepth(u32 x, u32 y);
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								  void InvalidatePeekCache();
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								  // Writes a value to the framebuffer. This will never block, and writes will be batched.
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								  void PokeEFBColor(u32 x, u32 y, u32 color);
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								  void PokeEFBDepth(u32 x, u32 y, float depth);
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								  void FlushEFBPokes();
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								  struct EFBPokeVertex
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								  {
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								    float position[4];
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								    u32 color;
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								  };
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								  bool CreateEFBRenderPasses();
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								  bool CreateEFBFramebuffer();
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								  void DestroyEFBFramebuffer();
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								  bool CompileConversionShaders();
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								  void DestroyConversionShaders();
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								  bool CreateReadbackRenderPasses();
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								  bool CompileReadbackShaders();
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								  void DestroyReadbackShaders();
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								  bool CreateReadbackTextures();
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								  void DestroyReadbackTextures();
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								  bool CreateReadbackFramebuffer();
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								  void DestroyReadbackFramebuffer();
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								  void CreatePokeVertexFormat();
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								  bool CreatePokeVertexBuffer();
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								  void DestroyPokeVertexBuffer();
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								  bool CompilePokeShaders();
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								  void DestroyPokeShaders();
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								  bool PopulateColorReadbackTexture();
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								  bool PopulateDepthReadbackTexture();
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								  void CreatePokeVertices(std::vector<EFBPokeVertex>* destination_list, u32 x, u32 y, float z,
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								                          u32 color);
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								  void DrawPokeVertices(const EFBPokeVertex* vertices, size_t vertex_count, bool write_color,
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								                        bool write_depth);
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								  VkRenderPass m_efb_load_render_pass = VK_NULL_HANDLE;
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								  VkRenderPass m_efb_clear_render_pass = VK_NULL_HANDLE;
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								  VkRenderPass m_depth_resolve_render_pass = VK_NULL_HANDLE;
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								  std::unique_ptr<Texture2D> m_efb_color_texture;
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								  std::unique_ptr<Texture2D> m_efb_convert_color_texture;
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								  std::unique_ptr<Texture2D> m_efb_depth_texture;
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								  std::unique_ptr<Texture2D> m_efb_resolve_color_texture;
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								  std::unique_ptr<Texture2D> m_efb_resolve_depth_texture;
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								  VkFramebuffer m_efb_framebuffer = VK_NULL_HANDLE;
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								  VkFramebuffer m_efb_convert_framebuffer = VK_NULL_HANDLE;
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								  VkFramebuffer m_depth_resolve_framebuffer = VK_NULL_HANDLE;
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								  // Format conversion shaders
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								  VkShaderModule m_ps_rgb8_to_rgba6 = VK_NULL_HANDLE;
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								  VkShaderModule m_ps_rgba6_to_rgb8 = VK_NULL_HANDLE;
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								  VkShaderModule m_ps_depth_resolve = VK_NULL_HANDLE;
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								  // EFB readback texture
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								  std::unique_ptr<Texture2D> m_color_copy_texture;
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								  std::unique_ptr<Texture2D> m_depth_copy_texture;
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								  VkFramebuffer m_color_copy_framebuffer = VK_NULL_HANDLE;
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								  VkFramebuffer m_depth_copy_framebuffer = VK_NULL_HANDLE;
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								  // CPU-side EFB readback texture
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								  std::unique_ptr<AbstractStagingTexture> m_color_readback_texture;
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								  std::unique_ptr<AbstractStagingTexture> m_depth_readback_texture;
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								  bool m_color_readback_texture_valid = false;
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								  bool m_depth_readback_texture_valid = false;
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								  // EFB poke drawing setup
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								  std::unique_ptr<VertexFormat> m_poke_vertex_format;
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								  std::unique_ptr<StreamBuffer> m_poke_vertex_stream_buffer;
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								  std::vector<EFBPokeVertex> m_color_poke_vertices;
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								  std::vector<EFBPokeVertex> m_depth_poke_vertices;
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								  PrimitiveType m_poke_primitive = PrimitiveType::TriangleStrip;
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								  VkRenderPass m_copy_color_render_pass = VK_NULL_HANDLE;
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								  VkRenderPass m_copy_depth_render_pass = VK_NULL_HANDLE;
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								  VkShaderModule m_copy_color_shader = VK_NULL_HANDLE;
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								  VkShaderModule m_copy_depth_shader = VK_NULL_HANDLE;
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								  VkShaderModule m_poke_vertex_shader = VK_NULL_HANDLE;
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								  VkShaderModule m_poke_geometry_shader = VK_NULL_HANDLE;
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								  VkShaderModule m_poke_fragment_shader = VK_NULL_HANDLE;
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								};
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								}  // namespace Vulkan
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