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								// Copyright (C) 2003 Dolphin Project.
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								// This program is distributed in the hope that it will be useful,
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								// GNU General Public License 2.0 for more details.
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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								// Official SVN repository and contact information can be found at
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								// http://code.google.com/p/dolphin-emu/
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								#ifndef _PSTEXTUREENCODER_H
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								#define _PSTEXTUREENCODER_H
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								#include "TextureEncoder.h"
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								struct ID3D11Texture2D;
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								struct ID3D11RenderTargetView;
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								struct ID3D11Buffer;
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								struct ID3D11InputLayout;
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								struct ID3D11VertexShader;
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								struct ID3D11PixelShader;
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								struct ID3D11ClassLinkage;
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								struct ID3D11ClassInstance;
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								struct ID3D11BlendState;
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								struct ID3D11DepthStencilState;
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								struct ID3D11RasterizerState;
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								struct ID3D11SamplerState;
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								namespace DX11
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								{
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								class PSTextureEncoder : public TextureEncoder
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								{
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								public:
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									PSTextureEncoder();
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									void Init();
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									void Shutdown();
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									size_t Encode(u8* dst, unsigned int dstFormat,
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										unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity,
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										bool scaleByHalf);
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								private:
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									bool m_ready;
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									ID3D11Texture2D* m_out;
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									ID3D11RenderTargetView* m_outRTV;
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									ID3D11Texture2D* m_outStage;
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									ID3D11Buffer* m_encodeParams;
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									ID3D11Buffer* m_quad;
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									ID3D11VertexShader* m_vShader;
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									ID3D11InputLayout* m_quadLayout;
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									ID3D11BlendState* m_efbEncodeBlendState;
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									ID3D11DepthStencilState* m_efbEncodeDepthState;
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									ID3D11RasterizerState* m_efbEncodeRastState;
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									ID3D11SamplerState* m_efbSampler;
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									// Stuff only used in static-linking mode (SM4.0-compatible)
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									bool InitStaticMode();
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									bool SetStaticShader(unsigned int dstFormat, unsigned int srcFormat,
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										bool isIntensity, bool scaleByHalf);
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									typedef unsigned int ComboKey; // Key for a shader combination
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									ComboKey MakeComboKey(unsigned int dstFormat, unsigned int srcFormat,
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										bool isIntensity, bool scaleByHalf)
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									{
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										return (dstFormat << 4) | (srcFormat << 2) | (isIntensity ? (1<<1) : 0)
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											| (scaleByHalf ? (1<<0) : 0);
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									}
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									typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap;
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									ComboMap m_staticShaders;
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									// Stuff only used for dynamic-linking mode (SM5.0+, available as soon as
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									// Microsoft fixes their bloody HLSL compiler)
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									bool InitDynamicMode();
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									bool SetDynamicShader(unsigned int dstFormat, unsigned int srcFormat,
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										bool isIntensity, bool scaleByHalf);
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									ID3D11PixelShader* m_dynamicShader;
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									ID3D11ClassLinkage* m_classLinkage;
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									// Interface slots
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									UINT m_fetchSlot;
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									UINT m_scaledFetchSlot;
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									UINT m_intensitySlot;
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									UINT m_generatorSlot;
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									// Class instances
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									// Fetch: 0 is RGB, 1 is RGBA, 2 is RGB565, 3 is Z
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									ID3D11ClassInstance* m_fetchClass[4];
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									// ScaledFetch: 0 is off, 1 is on
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									ID3D11ClassInstance* m_scaledFetchClass[2];
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									// Intensity: 0 is off, 1 is on
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									ID3D11ClassInstance* m_intensityClass[2];
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									// Generator: one for each dst format, 16 total
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									ID3D11ClassInstance* m_generatorClass[16];
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									std::vector<ID3D11ClassInstance*> m_linkageArray;
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								};
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								}
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								#endif
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