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https://github.com/dolphin-emu/dolphin.git
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Reformat all the things. Have fun with merge conflicts.
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@ -8,65 +8,74 @@
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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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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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void CleanupPersistentD3DTextureResources();
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void ReplaceRGBATexture2D(
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ID3D12Resource* pTexture, const u8* buffer, unsigned int width, unsigned int height,
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unsigned int src_pitch, unsigned int level,
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D3D12_RESOURCE_STATES current_resource_state = D3D12_RESOURCE_STATE_COMMON);
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void CleanupPersistentD3DTextureResources();
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}
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class D3DTexture2D
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{
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public:
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// there are two ways to create a D3DTexture2D object:
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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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// there are two ways to create a D3DTexture2D object:
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// either create an ID3D12Resource object, pass it to the constructor and specify what views
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// to create
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// or let the texture automatically be created by D3DTexture2D::Create
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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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D3DTexture2D(ID3D12Resource* texptr, u32 bind, DXGI_FORMAT srv_format = DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT rtv_format = DXGI_FORMAT_UNKNOWN, bool multisampled = false,
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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,
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unsigned int levels = 1, unsigned int slices = 1,
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D3D12_SUBRESOURCE_DATA* data = nullptr);
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void TransitionToResourceState(ID3D12GraphicsCommandList* command_list,
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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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void AddRef();
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UINT Release();
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// reference counting, use AddRef() when creating a new reference and Release() it when you don't
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// need it anymore
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void AddRef();
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UINT Release();
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ID3D12Resource* GetTex12() const;
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ID3D12Resource* GetTex12() const;
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D3D12_CPU_DESCRIPTOR_HANDLE GetSRV12CPU() const;
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D3D12_GPU_DESCRIPTOR_HANDLE GetSRV12GPU() const;
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D3D12_CPU_DESCRIPTOR_HANDLE GetSRV12GPUCPUShadow() const;
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D3D12_CPU_DESCRIPTOR_HANDLE GetDSV12() const;
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D3D12_CPU_DESCRIPTOR_HANDLE GetRTV12() const;
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D3D12_CPU_DESCRIPTOR_HANDLE GetSRV12CPU() const;
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D3D12_GPU_DESCRIPTOR_HANDLE GetSRV12GPU() const;
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D3D12_CPU_DESCRIPTOR_HANDLE GetSRV12GPUCPUShadow() const;
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D3D12_CPU_DESCRIPTOR_HANDLE GetDSV12() const;
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D3D12_CPU_DESCRIPTOR_HANDLE GetRTV12() const;
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D3D12_RESOURCE_STATES GetResourceUsageState() const;
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D3D12_RESOURCE_STATES GetResourceUsageState() const;
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bool GetMultisampled() const;
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bool GetMultisampled() const;
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private:
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~D3DTexture2D();
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~D3DTexture2D();
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ID3D12Resource* m_tex12 = nullptr;
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ID3D12Resource* m_tex12 = nullptr;
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D3D12_CPU_DESCRIPTOR_HANDLE m_srv12_cpu = {};
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D3D12_GPU_DESCRIPTOR_HANDLE m_srv12_gpu = {};
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D3D12_CPU_DESCRIPTOR_HANDLE m_srv12_gpu_cpu_shadow = {};
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D3D12_CPU_DESCRIPTOR_HANDLE m_srv12_cpu = {};
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D3D12_GPU_DESCRIPTOR_HANDLE m_srv12_gpu = {};
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D3D12_CPU_DESCRIPTOR_HANDLE m_srv12_gpu_cpu_shadow = {};
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D3D12_CPU_DESCRIPTOR_HANDLE m_dsv12 = {};
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D3D12_CPU_DESCRIPTOR_HANDLE m_rtv12 = {};
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D3D12_CPU_DESCRIPTOR_HANDLE m_dsv12 = {};
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D3D12_CPU_DESCRIPTOR_HANDLE m_rtv12 = {};
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D3D12_RESOURCE_STATES m_resource_state = D3D12_RESOURCE_STATE_COMMON;
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D3D12_RESOURCE_STATES m_resource_state = D3D12_RESOURCE_STATE_COMMON;
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bool m_multisampled = false;
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bool m_multisampled = false;
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std::atomic<unsigned long> m_ref = 1;
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std::atomic<unsigned long> m_ref = 1;
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};
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} // namespace DX12
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