D3D: Use two slices for most of our textures.

This commit is contained in:
Jules Blok
2014-11-02 14:51:12 +01:00
parent 5aa1d4733d
commit 9a312e2b83
5 changed files with 21 additions and 14 deletions

View File

@ -22,7 +22,7 @@ public:
// 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);
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);
// reference counting, use AddRef() when creating a new reference and Release() it when you don't need it anymore
void AddRef();