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- #pragma once
- #include <iostream>
- #include <sstream>
- #include <iomanip>
- #include <d3d11.h>
- #include <wrl.h>
- #include "DeviceResources.h"
- #include "NVScaler.h"
- #include "NVSharpen.h"
- #include "UIRenderer.h"
- #include "BilinearUpscale.h"
- #include "Image.h"
- using namespace Microsoft::WRL;
- class AppRenderer
- {
- public:
- AppRenderer(DeviceResources& deviceResources, UIData& ui, const std::vector<std::string>& shaderPaths);
- bool update();
- void render();
- uint32_t width() { return m_outputWidth; }
- uint32_t height() { return m_outputHeight; }
- void saveOutput(const std::string& filename);
- private:
- UIData& m_ui;
- DeviceResources& m_deviceResources;
- NVSharpen m_NVSharpen;
- NVScaler m_NVScaler;
- BilinearUpscale m_upscale;
- uint32_t m_inputWidth = 0;
- uint32_t m_inputHeight = 0;
- uint32_t m_outputWidth = 0;
- uint32_t m_outputHeight = 0;
- ComPtr<ID3D11Texture2D> m_input;
- ComPtr<ID3D11Texture2D> m_output;
- ComPtr<ID3D11ShaderResourceView> m_inputSRV;
- ComPtr<ID3D11UnorderedAccessView> m_outputUAV;
- std::filesystem::path m_currentFilePath;
- float m_currentScale = 100.f;
- float m_currentSharpness = 0.f;
- ComPtr<ID3D11Query> m_timeStampDis;
- ComPtr<ID3D11Query> m_timeStampStart;
- ComPtr<ID3D11Query> m_timeStampEnd;
- };
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