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								#include <renderer/dx/shared_context.hpp>
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								#include <renderer/dx/texture.hpp>
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								namespace lt {
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								dxTexture::dxTexture(
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								    unsigned int width,
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								    unsigned int height,
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								    unsigned int components,
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								    unsigned char *pixels,
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								    Ref<dxSharedContext> sharedContext,
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								    const std::string &filePath
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								)
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								    : Texture(filePath)
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								    , m_context(sharedContext)
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								    , m_texture_2d(nullptr)
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								    , m_shader_resource_view(nullptr)
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								    , m_sampler_state(nullptr)
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								{
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									// texture2d desc
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									auto t2dDesc = D3D11_TEXTURE2D_DESC {};
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									t2dDesc.Width = width;
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									t2dDesc.Height = height;
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									t2dDesc.MipLevels = 0u;
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									t2dDesc.ArraySize = 1u;
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									t2dDesc.Format = components == 4u ? DXGI_FORMAT_R8G8B8A8_UNORM :
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									                 components == 3u ? DXGI_FORMAT_R8G8B8A8_UNORM :
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									                                    // #todo: figure out what to do with this bitch ._.
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									                     components == 2u ? DXGI_FORMAT_R8G8_UNORM :
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									                 components == 1u     ? DXGI_FORMAT_R8_UNORM :
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									                                        DXGI_FORMAT_UNKNOWN;
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									t2dDesc.SampleDesc.Count = 1u;
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									t2dDesc.SampleDesc.Quality = 0u;
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									t2dDesc.Usage = D3D11_USAGE_DEFAULT;
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									t2dDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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									t2dDesc.CPUAccessFlags = NULL;
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									t2dDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
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									// create texture
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									auto hr = HRESULT {};
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									dxc(m_context->get_device()->CreateTexture2D(&t2dDesc, nullptr, &m_texture_2d));
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									m_context->get_device_context()
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									    ->UpdateSubresource(m_texture_2d.Get(), 0u, nullptr, pixels, width * 4u, 0u);
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									m_texture_2d->GetDesc(&t2dDesc);
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									// shader resource view desc
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									auto srvDesc = D3D11_SHADER_RESOURCE_VIEW_DESC {};
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									srvDesc.Format = t2dDesc.Format;
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									srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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									srvDesc.Texture2D.MostDetailedMip = 0u;
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									srvDesc.Texture2D.MipLevels = -1;
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									// create shader resource view
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									m_context->get_device()
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									    ->CreateShaderResourceView(m_texture_2d.Get(), &srvDesc, &m_shader_resource_view);
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									m_context->get_device_context()->GenerateMips(m_shader_resource_view.Get());
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									// sampler desc
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									auto sDesc = D3D11_SAMPLER_DESC {};
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									sDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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									sDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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									sDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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									sDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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									sDesc.MinLOD = 0.0f;
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									sDesc.MipLODBias = 0.0f;
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									sDesc.MaxLOD = D3D11_FLOAT32_MAX;
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									// create sampler
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									m_context->get_device()->CreateSamplerState(&sDesc, &m_sampler_state);
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								}
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								void dxTexture::bind(unsigned int slot /* = 0u */)
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								{
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									m_context->get_device_context()->PSSetSamplers(slot, 1u, m_sampler_state.GetAddressOf());
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									m_context->get_device_context()
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									    ->PSSetShaderResources(slot, 1u, m_shader_resource_view.GetAddressOf());
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								}
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								} // namespace lt
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