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								#pragma once
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								#include <d3d11.h>
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								#include <renderer/texture.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 dxTexture: public Texture
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								{
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								public:
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									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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									void bind(unsigned int slot = 0u) override;
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								private:
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									Ref<dxSharedContext> m_context;
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									Microsoft::WRL::ComPtr<ID3D11Texture2D> m_texture_2d;
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									Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_shader_resource_view;
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									Microsoft::WRL::ComPtr<ID3D11SamplerState> m_sampler_state;
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								};
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								} // namespace lt
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