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Pipeline.h
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#pragma once
#include <map>
#include <memory>
#include <d3d11.h>
#include "InputAssemblerStage.h"
#include "StreamOutputStage.h"
class ShaderStage;
class Pipeline
{
public:
Pipeline(ID3D11DeviceContext* context);
virtual ~Pipeline();
virtual ID3D11DeviceContext* Context();
virtual InputAssemblerStage* GetInputAssemblerStage();
virtual ShaderStage* GetVertexShaderStage();
virtual ShaderStage* GetGeometryShaderStage();
virtual StreamOutputStage* GetStreamOutputStage();
virtual ShaderStage* GetPixelShaderStage();
protected:
ID3D11DeviceContext* context_;
std::shared_ptr<InputAssemblerStage> input_assembler_stage_;
std::shared_ptr<ShaderStage> vertex_shader_stage_;
std::shared_ptr<ShaderStage> geometry_shader_stage_;
std::shared_ptr<StreamOutputStage> stream_output_stage_;
std::shared_ptr<ShaderStage> pixel_shader_stage_;
};