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D3D12: Remove D3D11 header references
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@ -5,11 +5,17 @@
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#pragma once
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#include <atomic>
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#include <d3d11.h>
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namespace DX12
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{
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enum TEXTURE_BIND_FLAG : u32
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{
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TEXTURE_BIND_FLAG_SHADER_RESOURCE = (1 << 0),
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TEXTURE_BIND_FLAG_RENDER_TARGET = (1 << 1),
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TEXTURE_BIND_FLAG_DEPTH_STENCIL = (1 << 2)
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};
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namespace D3D
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{
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void ReplaceRGBATexture2D(ID3D12Resource* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int src_pitch, unsigned int level, D3D12_RESOURCE_STATES current_resource_state = D3D12_RESOURCE_STATE_COMMON);
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@ -24,8 +30,8 @@ public:
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// either create an ID3D12Resource object, pass it to the constructor and specify what views to create
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// or let the texture automatically be created by D3DTexture2D::Create
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D3DTexture2D(ID3D12Resource* 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, D3D12_RESOURCE_STATES resource_state = D3D12_RESOURCE_STATE_COMMON);
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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, D3D12_SUBRESOURCE_DATA* data = nullptr);
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D3DTexture2D(ID3D12Resource* texptr, u32 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, D3D12_RESOURCE_STATES resource_state = D3D12_RESOURCE_STATE_COMMON);
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static D3DTexture2D* Create(unsigned int width, unsigned int height, u32 bind, DXGI_FORMAT fmt, unsigned int levels = 1, unsigned int slices = 1, D3D12_SUBRESOURCE_DATA* data = nullptr);
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void TransitionToResourceState(ID3D12GraphicsCommandList* command_list, D3D12_RESOURCE_STATES state_after);
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// reference counting, use AddRef() when creating a new reference and Release() it when you don't need it anymore
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