6struct ID3D11DeviceContext;
8struct ID3D11RenderTargetView1;
9struct ID3D11ShaderResourceView1;
26 return func(
this, a_width, a_height);
40 std::uint64_t
unk98[(0x2788 - 0x90) >> 3];
#define RELOCATION_ID(SE, AE)
Definition: PCH.h:711
Definition: BSRenderManager.h:14
static BSRenderManager * GetSingleton() noexcept
Definition: BSRenderManager.h:16
ID3D11RenderTargetView1 * renderView
Definition: BSRenderManager.h:38
std::uint64_t unk78
Definition: BSRenderManager.h:36
ID3D11DeviceContext * context
Definition: BSRenderManager.h:31
std::uint64_t unk58
Definition: BSRenderManager.h:32
IDXGISwapChain * swapChain
Definition: BSRenderManager.h:35
std::uint64_t unk80
Definition: BSRenderManager.h:37
SKSE::WinAPI::CRITICAL_SECTION lock
Definition: BSRenderManager.h:41
ID3D11ShaderResourceView1 * resourceView
Definition: BSRenderManager.h:39
std::uint64_t unk68
Definition: BSRenderManager.h:34
NiTexture::RendererData * CreateRenderTexture(std::uint32_t a_width, std::uint32_t a_height)
Definition: BSRenderManager.h:22
ID3D11Device * forwarder
Definition: BSRenderManager.h:30
std::uint64_t unk98[(0x2788 - 0x90) > > 3]
Definition: BSRenderManager.h:40
std::uint64_t unk00[0x48 > > 3]
Definition: BSRenderManager.h:29
std::uint64_t unk60
Definition: BSRenderManager.h:33
Definition: NiTexture.h:68
Definition: Relocation.h:875
Definition: AbsorbEffect.h:6