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buffer_manager.hpp
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#pragma once
#include <vector>
class BufferManager
{
public:
BufferManager();
~BufferManager();
std::vector<ID3D11ShaderResourceView*> shader_resource_views;
std::vector<ID3D11UnorderedAccessView*> unordered_access_views;
std::vector<ID3D11RenderTargetView*> render_target_views;
std::vector<ID3D11Buffer*> buffers_;
std::vector<ID3D11Texture2D*> textures_;
std::vector<ID3D11Buffer*> constant_buffers_;
void addSRV(uint32_t strip, uint32_t count, void* data);
void addStructUAV(uint32_t strip, uint32_t count, void* data);
void addByteUAV(uint32_t strip, uint32_t count, void* data);
void addTextureUAV(uint32_t strip, uint32_t width, uint32_t height);
void addTextureUAVFloat4(uint32_t strip, uint32_t width, uint32_t height);
void addTextureSRV(uint32_t strip, uint32_t width, uint32_t height);
void addTextureSRVFloat4(uint32_t strip, uint32_t width, uint32_t height);
void addTextureSRVWritable(uint32_t strip, uint32_t width, uint32_t height);
void addRenderTargetView(uint32_t strip, uint32_t width, uint32_t height);
void addCB(uint32_t strip, uint32_t count, void* data);
void release();
};