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								#pragma once
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								#include <d3d11.h>
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								#include <renderer/framebuffer.hpp>
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								#include <wrl.h>
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								namespace lt {
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								class dxSharedContext;
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								class dxFramebuffer: public Framebuffer
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								{
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								public:
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									dxFramebuffer(
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									    const FramebufferSpecification &specification,
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									    Ref<dxSharedContext> sharedContext
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									);
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									auto get_color_attachment() -> void * override
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									{
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										return (void *)m_shader_resource_view.Get();
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									}
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									void bind_as_target(const glm::vec4 &clearColor) override;
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									void bind_as_resource() override;
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									void resize(const glm::uvec2 &size) override;
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								private:
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									Ref<dxSharedContext> m_context;
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									FramebufferSpecification m_specification;
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									Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_render_target_view;
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									Microsoft::WRL::ComPtr<ID3D11Texture2D> m_color_attachment;
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									Microsoft::WRL::ComPtr<ID3D11Texture2D> m_depth_stencil_attachment;
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									Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_shader_resource_view;
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									Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depth_stencil_view;
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								};
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								} // namespace lt
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