46 lines
1.2 KiB
C++
46 lines
1.2 KiB
C++
#pragma once
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#include "skse64/NiObjects.h"
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#include "skse64/NiTextures.h"
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#include "skse64/GameTypes.h"
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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struct IDXGISwapChain4;
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struct ID3D11RenderTargetView1;
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struct ID3D11ShaderResourceView1;
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// Unknown class name, No RTTI
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class BSRenderManager
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{
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public:
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static BSRenderManager * GetSingleton();
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UInt64 unk00[0x48 >> 3]; // 00
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ID3D11Device * forwarder; // 48 - Actually CID3D11Forwarder
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ID3D11DeviceContext * context; // 50 - ID3D11DeviceContext4
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UInt64 unk58; // 58
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UInt64 unk60; // 60
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UInt64 unk68; // 68
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IDXGISwapChain4 * swapChain; // 70
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UInt64 unk78; // 78
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UInt64 unk80; // 80
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ID3D11RenderTargetView1 * renderView; // 88
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ID3D11ShaderResourceView1 * resourceView; // 90
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UInt64 unk2788[(0x2788 - 0x90) >> 3];
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CRITICAL_SECTION lock; // 2790
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// 1412F0390 - CreateRenderTargets
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DEFINE_MEMBER_FN_2(CreateRenderTexture, NiTexture::RendererData *, 0x00D6DBC0, UInt32 width, UInt32 height);
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};
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extern RelocPtr <BSRenderManager> g_renderManager;
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class BSShaderResourceManager
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{
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public:
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virtual ~BSShaderResourceManager();
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};
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extern RelocPtr <BSShaderResourceManager> g_shaderResourceManager;
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