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								#include <renderer/dx/render_command.hpp>
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								#include <renderer/dx/shared_context.hpp>
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								namespace lt {
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								dxRenderCommand::dxRenderCommand(Ref<dxSharedContext> sharedContext): m_context(sharedContext)
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								{
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								}
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								void dxRenderCommand::swap_buffers()
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								{
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								#ifdef LIGHT_DEBUG
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									HRESULT hr;
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									if (FAILED(hr = m_context->get_swap_chain()->Present(1u, 0u)))
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									{
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										if (hr == DXGI_ERROR_DEVICE_REMOVED)
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										{
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											log_crt("dxRenderCommand::swap_buffers: DeviceRemoved:");
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											log_crt("        {}", m_context->get_device()->GetDeviceRemovedReason());
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											throw dxException(hr, __FILE__, __LINE__);
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										}
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									}
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								#else
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									m_context->get_swap_chain()->Present(0u, 0u);
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								#endif
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								}
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								void dxRenderCommand::clear_back_buffer(const glm::vec4 &clearColor)
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								{
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									m_context->get_device_context()->ClearRenderTargetView(
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									    m_context->get_render_target_view().Get(),
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									    &clearColor[0]
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									);
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								}
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								void dxRenderCommand::draw(unsigned int count)
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								{
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									m_context->get_device_context()->draw(count, 0u);
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								}
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								void dxRenderCommand::draw_indexed(unsigned int count)
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								{
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									m_context->get_device_context()->draw_indexed(count, 0u, 0u);
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								}
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								void dxRenderCommand::default_target_framebuffer()
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								{
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									m_context->get_device_context()
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									    ->OMSetRenderTargets(1, m_context->get_render_target_view().GetAddressOf(), nullptr);
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								}
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								void dxRenderCommand::set_viewport(
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								    unsigned int x,
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								    unsigned int y,
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								    unsigned int width,
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								    unsigned int height
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								)
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								{
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									// #todo: maybe call this somewhere else??
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									set_resolution(width, height);
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									// create viewport
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									auto viewport = D3D11_VIEWPORT {};
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									viewport.TopLeftX = x;
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									viewport.TopLeftY = y;
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									viewport.Width = width;
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									viewport.Height = height;
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									viewport.MinDepth = 0.0f;
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									viewport.MaxDepth = 1.0f;
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									// set viewport
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									m_context->get_device_context()->RSSetViewports(1u, &viewport);
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								}
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								void dxRenderCommand::set_resolution(unsigned int width, unsigned int height)
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								{
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									auto hr = HRESULT {};
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									// remove render target
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									auto *nullViews[] = (ID3D11RenderTargetView *) { nullptr };
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									m_context->get_device_context()->OMSetRenderTargets(1u, nullViews, nullptr);
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									m_context->GetRenderTargetViewRef().reset();
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									// resize buffer
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									dxc(m_context->get_swap_chain()
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									        ->ResizeBuffers(0u, width, height, DXGI_FORMAT_R8G8B8A8_UNORM, NULL));
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									// create render target
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									auto backBuffer = Microsoft::WRL::ComPtr<ID3D11Resource> { nullptr };
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									dxc(m_context->get_swap_chain()->GetBuffer(0u, __uuidof(ID3D11Resource), &backBuffer));
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									dxc(m_context->get_device()->CreateRenderTargetView(
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									    backBuffer.Get(),
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									    nullptr,
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									    &m_context->GetRenderTargetViewRef()
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									));
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									// set render target
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									m_context->get_device_context()
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									    ->OMSetRenderTargets(1u, m_context->get_render_target_view().GetAddressOf(), nullptr);
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								}
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								} // namespace lt
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