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D3DTexture: in-class initialize class members where applicable
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@ -74,7 +74,7 @@ ID3D11DepthStencilView*& D3DTexture2D::GetDSV()
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D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind, DXGI_FORMAT srv_format,
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DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled)
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: ref(1), tex(texptr), srv(nullptr), rtv(nullptr), dsv(nullptr)
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: tex{texptr}
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{
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D3D11_SRV_DIMENSION srv_dim =
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multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
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@ -39,11 +39,11 @@ private:
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~D3DTexture2D();
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ID3D11Texture2D* tex;
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ID3D11ShaderResourceView* srv;
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ID3D11RenderTargetView* rtv;
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ID3D11DepthStencilView* dsv;
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ID3D11ShaderResourceView* srv = nullptr;
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ID3D11RenderTargetView* rtv = nullptr;
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ID3D11DepthStencilView* dsv = nullptr;
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D3D11_BIND_FLAG bindflags;
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UINT ref;
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UINT ref = 1;
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};
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} // namespace DX11
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