[D3D12] Output gamma ramp
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@@ -36,9 +36,12 @@ class D3D12GraphicsSystem : public GraphicsSystem {
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// Draws a texture covering the entire viewport to the render target currently
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// bound on the specified command list (in D3D12Context::kSwapChainFormat).
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// This changes the current pipeline, graphics root signature and primitive
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// topology.
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void StretchTextureToFrontBuffer(D3D12_GPU_DESCRIPTOR_HANDLE handle,
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ID3D12GraphicsCommandList* command_list);
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// topology. The gamma ramp texture must be 1D if present at all, for linear
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// space, pass nullptr as the gamma ramp.
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void StretchTextureToFrontBuffer(
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D3D12_GPU_DESCRIPTOR_HANDLE handle,
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D3D12_GPU_DESCRIPTOR_HANDLE* gamma_ramp_handle, float gamma_ramp_inv_size,
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ID3D12GraphicsCommandList* command_list);
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private:
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std::unique_ptr<CommandProcessor> CreateCommandProcessor() override;
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@@ -48,7 +51,9 @@ class D3D12GraphicsSystem : public GraphicsSystem {
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ui::d3d12::D3D12Context* display_context_ = nullptr;
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ID3D12RootSignature* stretch_root_signature_ = nullptr;
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ID3D12RootSignature* stretch_gamma_root_signature_ = nullptr;
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ID3D12PipelineState* stretch_pipeline_ = nullptr;
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ID3D12PipelineState* stretch_gamma_pipeline_ = nullptr;
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};
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} // namespace d3d12
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