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#ifndef Screen_h__
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#define Screen_h__
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#include <d3d11.h>
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#include <cassert>
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#include <stdint.h>
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#include "Renderer.h"
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#include "d3d11_types.h"
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#include <memory>
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#include "d3dx12.h"
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#include <vector>
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#include <wrl.h>
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using namespace Microsoft::WRL;
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class RenderOutput {
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public:
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virtual ~RenderOutput() {
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}
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virtual uint32_t GetWidth() = 0;
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virtual uint32_t GetHeight() = 0;
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virtual CD3DX12_CPU_DESCRIPTOR_HANDLE GetRenderTargetDescriptor(uint32_t id) = 0;
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virtual CD3DX12_CPU_DESCRIPTOR_HANDLE GetDepthStencilDescriptor(uint32_t id) = 0;
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virtual ID3D12ResourcePtr GetRenderTarget(uint32_t id) = 0;
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virtual ID3D12ResourcePtr GetDepthBuffer(uint32_t id) = 0;
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virtual void Present() = 0;
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virtual void OnPreRender(RendererPtr renderer) = 0;
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virtual uint32_t GetCurrentBufferIndex() = 0;
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virtual uint32_t GetBuffersCount() = 0;
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protected:
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};
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typedef std::shared_ptr<RenderOutput> RenderOutputPtr;
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#endif // Screen_h__
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