dolphin/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.h
NeoBrainX 3ea2a1387c Add a DX11 video plugin.
Might or might not work for you, yet.
Anyway, read the soon to be created forum thread on this plugin before asking any questions.

Huge thanks to rodolfoosvaldobogado for helping me out in various areas.
Also, thanks to everyone on IRC who supported me during development ;)


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5680 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-13 19:50:06 +00:00

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2.1 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#pragma once
#include "D3DBase.h"
#include "TextureDecoder.h"
namespace D3D
{
void ReplaceTexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int pitch, DXGI_FORMAT fmt, PC_TexFormat pcfmt, unsigned int level, D3D11_USAGE usage);
}
class D3DTexture2D
{
public:
// there are two ways to create a D3DTexture2D object:
// either create an ID3D11Texture2D object, pass it to the constructor and specify what views to create
// 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);
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);
// reference counting, use AddRef() when creating a new reference and Release() it when you don't need it anymore
void AddRef();
UINT Release();
ID3D11Texture2D* &GetTex();
ID3D11ShaderResourceView* &GetSRV();
ID3D11RenderTargetView* &GetRTV();
ID3D11DepthStencilView* &GetDSV();
private:
~D3DTexture2D();
ID3D11Texture2D* tex;
ID3D11ShaderResourceView* srv;
ID3D11RenderTargetView* rtv;
ID3D11DepthStencilView* dsv;
D3D11_BIND_FLAG bindflags;
UINT ref;
};