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								// Copyright 2014 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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								#include "VideoBackends/D3D/BoundingBox.h"
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								#include "Common/CommonTypes.h"
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								#include "Common/MsgHandler.h"
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								#include "VideoCommon/VideoConfig.h"
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								namespace DX11
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								{
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								static ID3D11Buffer* s_bbox_buffer;
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								static ID3D11Buffer* s_bbox_staging_buffer;
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								static ID3D11UnorderedAccessView* s_bbox_uav;
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								ID3D11UnorderedAccessView*& BBox::GetUAV()
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								{
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								  return s_bbox_uav;
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								}
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								void BBox::Init()
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								{
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								  if (g_ActiveConfig.backend_info.bSupportsBBox)
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								  {
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								    // Create 2 buffers here.
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								    // First for unordered access on default pool.
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								    auto desc = CD3D11_BUFFER_DESC(4 * sizeof(s32), D3D11_BIND_UNORDERED_ACCESS,
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								                                   D3D11_USAGE_DEFAULT, 0, 0, 4);
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								    int initial_values[4] = {0, 0, 0, 0};
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								    D3D11_SUBRESOURCE_DATA data;
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								    data.pSysMem = initial_values;
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								    data.SysMemPitch = 4 * sizeof(s32);
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								    data.SysMemSlicePitch = 0;
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								    HRESULT hr;
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								    hr = D3D::device->CreateBuffer(&desc, &data, &s_bbox_buffer);
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								    CHECK(SUCCEEDED(hr), "Create BoundingBox Buffer.");
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								    D3D::SetDebugObjectName(s_bbox_buffer, "BoundingBox Buffer");
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								    // Second to use as a staging buffer.
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								    desc.Usage = D3D11_USAGE_STAGING;
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								    desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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								    desc.BindFlags = 0;
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								    hr = D3D::device->CreateBuffer(&desc, nullptr, &s_bbox_staging_buffer);
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								    CHECK(SUCCEEDED(hr), "Create BoundingBox Staging Buffer.");
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								    D3D::SetDebugObjectName(s_bbox_staging_buffer, "BoundingBox Staging Buffer");
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								    // UAV is required to allow concurrent access.
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								    D3D11_UNORDERED_ACCESS_VIEW_DESC UAVdesc = {};
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								    UAVdesc.Format = DXGI_FORMAT_R32_SINT;
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								    UAVdesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
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								    UAVdesc.Buffer.FirstElement = 0;
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								    UAVdesc.Buffer.Flags = 0;
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								    UAVdesc.Buffer.NumElements = 4;
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								    hr = D3D::device->CreateUnorderedAccessView(s_bbox_buffer, &UAVdesc, &s_bbox_uav);
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								    CHECK(SUCCEEDED(hr), "Create BoundingBox UAV.");
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								    D3D::SetDebugObjectName(s_bbox_uav, "BoundingBox UAV");
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								  }
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								}
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								void BBox::Shutdown()
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								{
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								  SAFE_RELEASE(s_bbox_buffer);
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								  SAFE_RELEASE(s_bbox_staging_buffer);
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								  SAFE_RELEASE(s_bbox_uav);
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								}
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								void BBox::Set(int index, int value)
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								{
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								  D3D11_BOX box{index * sizeof(s32), 0, 0, (index + 1) * sizeof(s32), 1, 1};
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								  D3D::context->UpdateSubresource(s_bbox_buffer, 0, &box, &value, 0, 0);
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								}
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								int BBox::Get(int index)
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								{
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								  int data = 0;
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								  D3D::context->CopyResource(s_bbox_staging_buffer, s_bbox_buffer);
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								  D3D11_MAPPED_SUBRESOURCE map;
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								  HRESULT hr = D3D::context->Map(s_bbox_staging_buffer, 0, D3D11_MAP_READ, 0, &map);
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								  if (SUCCEEDED(hr))
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								  {
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								    data = ((s32*)map.pData)[index];
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								  }
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								  D3D::context->Unmap(s_bbox_staging_buffer, 0);
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								  return data;
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								}
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								};
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