Video Backends: Move and rename HostTextureFormat to AbstractTextureFormat

This commit is contained in:
iwubcode
2017-06-12 12:37:28 -05:00
parent 2cdc93f4ab
commit e4896d39bd
14 changed files with 54 additions and 55 deletions

View File

@ -27,17 +27,17 @@ namespace DX11
{
namespace
{
DXGI_FORMAT GetDXGIFormatForHostFormat(HostTextureFormat format)
DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format)
{
switch (format)
{
case HostTextureFormat::DXT1:
case AbstractTextureFormat::DXT1:
return DXGI_FORMAT_BC1_UNORM;
case HostTextureFormat::DXT3:
case AbstractTextureFormat::DXT3:
return DXGI_FORMAT_BC2_UNORM;
case HostTextureFormat::DXT5:
case AbstractTextureFormat::DXT5:
return DXGI_FORMAT_BC3_UNORM;
case HostTextureFormat::RGBA8:
case AbstractTextureFormat::RGBA8:
default:
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
@ -96,7 +96,7 @@ bool DXTexture::Save(const std::string& filename, unsigned int level)
// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
// framebuffer, and saving that). TextureCache does not call Save for custom textures
// anyway, so this is fine for now.
_assert_(m_config.format == HostTextureFormat::RGBA8);
_assert_(m_config.format == AbstractTextureFormat::RGBA8);
// Create a staging/readback texture with the dimensions of the specified mip level.
u32 mip_width = std::max(m_config.width >> level, 1u);