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#pragma once
#include "skse64/NiObjects.h"
#include "skse64/NiTextures.h"
#include "skse64/GameTypes.h"
struct ID3D11Device;
struct ID3D11DeviceContext;
struct IDXGISwapChain4;
struct ID3D11RenderTargetView1;
struct ID3D11ShaderResourceView1;
// Unknown class name, No RTTI
class BSRenderManager
{
public:
static BSRenderManager * GetSingleton();
UInt64 unk00[0x48 >> 3]; // 00
ID3D11Device * forwarder; // 48 - Actually CID3D11Forwarder
ID3D11DeviceContext * context; // 50 - ID3D11DeviceContext4
UInt64 unk58; // 58
UInt64 unk60; // 60
UInt64 unk68; // 68
IDXGISwapChain4 * swapChain; // 70
UInt64 unk78; // 78
UInt64 unk80; // 80
ID3D11RenderTargetView1 * renderView; // 88
ID3D11ShaderResourceView1 * resourceView; // 90
UInt64 unk2788[(0x2788 - 0x90) >> 3];
CRITICAL_SECTION lock; // 2790
// 141415050 - CreateRenderTargets
DEFINE_MEMBER_FN_2(CreateRenderTexture, NiTexture::RendererData *, 0x00DAA470, UInt32 width, UInt32 height);
};
extern RelocPtr <BSRenderManager> g_renderManager;
class BSShaderResourceManager
{
public:
virtual ~BSShaderResourceManager();
};
extern RelocPtr <BSShaderResourceManager> g_shaderResourceManager;