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								// Copyright 2013 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 <d3d11.h>
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								namespace DX11
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								{
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								namespace D3D
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								{
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									void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int pitch, unsigned int level, D3D11_USAGE usage);
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								}
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								class D3DTexture2D
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								{
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								public:
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									// there are two ways to create a D3DTexture2D object:
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									//     either create an ID3D11Texture2D object, pass it to the constructor and specify what views to create
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									//     or let the texture automatically be created by D3DTexture2D::Create
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									D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind, DXGI_FORMAT srv_format = DXGI_FORMAT_UNKNOWN, DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN, DXGI_FORMAT rtv_format = DXGI_FORMAT_UNKNOWN, bool multisampled = false);
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									static D3DTexture2D* Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT, unsigned int levels = 1);
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									// reference counting, use AddRef() when creating a new reference and Release() it when you don't need it anymore
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									void AddRef();
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									UINT Release();
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									ID3D11Texture2D* &GetTex();
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									ID3D11ShaderResourceView* &GetSRV();
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									ID3D11RenderTargetView* &GetRTV();
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									ID3D11DepthStencilView* &GetDSV();
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								private:
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									~D3DTexture2D();
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									ID3D11Texture2D* tex;
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									ID3D11ShaderResourceView* srv;
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									ID3D11RenderTargetView* rtv;
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									ID3D11DepthStencilView* dsv;
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									D3D11_BIND_FLAG bindflags;
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									UINT ref;
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								};
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								}  // namespace DX11
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