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D3D11: Use ComPtr smart pointer where possible
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@ -69,7 +69,7 @@ public:
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private:
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DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D11Texture2D* tex);
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ID3D11Texture2D* m_tex = nullptr;
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ComPtr<ID3D11Texture2D> m_tex = nullptr;
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};
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class DXFramebuffer final : public AbstractFramebuffer
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@ -81,17 +81,17 @@ public:
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ID3D11RenderTargetView* integer_rtv, ID3D11DepthStencilView* dsv);
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~DXFramebuffer() override;
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ID3D11RenderTargetView* const* GetRTVArray() const { return &m_rtv; }
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ID3D11RenderTargetView* const* GetIntegerRTVArray() const { return &m_integer_rtv; }
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ID3D11RenderTargetView* const* GetRTVArray() const { return m_rtv.GetAddressOf(); }
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ID3D11RenderTargetView* const* GetIntegerRTVArray() const { return m_integer_rtv.GetAddressOf(); }
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UINT GetNumRTVs() const { return m_rtv ? 1 : 0; }
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ID3D11DepthStencilView* GetDSV() const { return m_dsv; }
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ID3D11DepthStencilView* GetDSV() const { return m_dsv.Get(); }
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static std::unique_ptr<DXFramebuffer> Create(DXTexture* color_attachment,
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DXTexture* depth_attachment);
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protected:
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ID3D11RenderTargetView* m_rtv;
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ID3D11RenderTargetView* m_integer_rtv;
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ID3D11DepthStencilView* m_dsv;
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ComPtr<ID3D11RenderTargetView> m_rtv;
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ComPtr<ID3D11RenderTargetView> m_integer_rtv;
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ComPtr<ID3D11DepthStencilView> m_dsv;
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};
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} // namespace DX11
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