dolphin/Source/Core/VideoBackends/D3D/D3DTexture.h

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// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include "Common/CommonTypes.h"
namespace DX11
{
namespace D3D
{
void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width,
unsigned int height, unsigned int src_pitch, unsigned int level,
D3D11_USAGE usage);
}
class D3DTexture2D
{
public:
// there are two ways to create a D3DTexture2D object:
// either create an ID3D11Texture2D object, pass it to the constructor and specify what views
// to create
// or let the texture automatically be created by D3DTexture2D::Create
D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind,
DXGI_FORMAT srv_format = DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT rtv_format = DXGI_FORMAT_UNKNOWN, bool multisampled = false);
static D3DTexture2D* Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind,
D3D11_USAGE usage, DXGI_FORMAT, unsigned int levels = 1,
unsigned int slices = 1, D3D11_SUBRESOURCE_DATA* data = nullptr);
// reference counting, use AddRef() when creating a new reference and Release() it when you don't
// need it anymore
void AddRef();
UINT Release();
ID3D11Texture2D*& GetTex();
ID3D11ShaderResourceView*& GetSRV();
ID3D11RenderTargetView*& GetRTV();
ID3D11DepthStencilView*& GetDSV();
private:
~D3DTexture2D();
ID3D11Texture2D* tex;
ID3D11ShaderResourceView* srv;
ID3D11RenderTargetView* rtv;
ID3D11DepthStencilView* dsv;
D3D11_BIND_FLAG bindflags;
UINT ref;
};
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} // namespace DX11