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										 |  |  | // 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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										 |  |  | #include "Common/CommonTypes.h"
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							|  |  |  | namespace DX11 | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  | namespace D3D | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  | void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, | 
					
						
							|  |  |  |                           unsigned int height, unsigned int src_pitch, unsigned int level, | 
					
						
							|  |  |  |                           D3D11_USAGE usage); | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | class D3DTexture2D | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 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
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							|  |  |  |   //     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); | 
					
						
							|  |  |  |   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
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							|  |  |  |   // need it anymore
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							|  |  |  |   void AddRef(); | 
					
						
							|  |  |  |   UINT Release(); | 
					
						
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							|  |  |  |   ID3D11Texture2D*& GetTex(); | 
					
						
							|  |  |  |   ID3D11ShaderResourceView*& GetSRV(); | 
					
						
							|  |  |  |   ID3D11RenderTargetView*& GetRTV(); | 
					
						
							|  |  |  |   ID3D11DepthStencilView*& GetDSV(); | 
					
						
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										 |  |  | private: | 
					
						
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										 |  |  |   ~D3DTexture2D(); | 
					
						
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							|  |  |  |   ID3D11Texture2D* tex; | 
					
						
							|  |  |  |   ID3D11ShaderResourceView* srv; | 
					
						
							|  |  |  |   ID3D11RenderTargetView* rtv; | 
					
						
							|  |  |  |   ID3D11DepthStencilView* dsv; | 
					
						
							|  |  |  |   D3D11_BIND_FLAG bindflags; | 
					
						
							|  |  |  |   UINT ref; | 
					
						
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										 |  |  | }; | 
					
						
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										 |  |  | }  // namespace DX11
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