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48 lines
1.5 KiB
C++
48 lines
1.5 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <d3d11.h>
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namespace DX11
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{
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namespace D3D
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{
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void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int level, D3D11_USAGE usage);
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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 ID3D11Texture2D 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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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);
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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, unsigned int slices = 1, D3D11_SUBRESOURCE_DATA* data = nullptr);
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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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ID3D11Texture2D* &GetTex();
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ID3D11ShaderResourceView* &GetSRV();
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ID3D11RenderTargetView* &GetRTV();
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ID3D11DepthStencilView* &GetDSV();
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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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D3D11_BIND_FLAG bindflags;
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UINT ref;
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};
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} // namespace DX11
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