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DX11: Prefer DXGI_FORMAT_R8G8B8A8 to DXGI_FORMAT_B8G8R8A8 wherever appropriate.
Slightly modify the way we're doing screenshots once again, thanks to Orphis this time ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5743 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -33,7 +33,7 @@ public:
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// or let the texture automatically be created by D3DTexture2D::Create
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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);
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static D3DTexture2D* Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT fmt = DXGI_FORMAT_B8G8R8A8_UNORM, unsigned int levels = 1);
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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);
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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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