forked from dolphin-emu/dolphin
		
	Set default video mode format to DXGI_FORMAT_R8G8B8A8_UNORM. This might fix FRAPS recording, but also decrease FPS; test both, please. Add numerous TODOs git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5695 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			213 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			213 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "d3dx11.h"
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#include "D3DBase.h"
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#include "D3DTexture.h"
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namespace D3D
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{
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// buffers for storing the data for DEFAULT textures
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const char* texbuf = NULL;
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unsigned int texbufsize = 0;
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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)
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{
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	void* outptr;
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	unsigned int destPitch;
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	bool bExpand = false;
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	if (usage == D3D11_USAGE_DYNAMIC || usage == D3D11_USAGE_STAGING)
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	{
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		if (level != 0) PanicAlert("Dynamic textures don't support mipmaps, but given level is not 0 at %s %d\n", __FILE__, __LINE__);
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		D3D11_MAPPED_SUBRESOURCE map;
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		D3D::context->Map(pTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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		outptr = map.pData;
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		destPitch = map.RowPitch;
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	}
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	else if (usage == D3D11_USAGE_DEFAULT)
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	{
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		if (texbufsize < 4*4*pitch*height)
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		{
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			// TODO: This memory needs to be freed as well..
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			if (texbuf) delete[] texbuf;
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			texbuf = new char[4*4*pitch*height];
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			texbufsize = 4*4*pitch*height;
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		}
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		outptr = (void*)texbuf;
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		destPitch = width * 4;
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	}
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	else
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	{
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		PanicAlert("ReplaceTexture2D called on an immutable texture!\n");
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		return;
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	}
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	// TODO: Merge the conversions done here to VideoDecoder
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	switch (pcfmt)
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	{
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		case PC_TEX_FMT_IA4_AS_IA8:
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		case PC_TEX_FMT_IA8:
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			for (unsigned int y = 0; y < height; y++)
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			{
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				u16* in = (u16*)buffer + y * pitch;
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				u32* pBits = (u32*)((u8*)outptr + y * destPitch);
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				for (unsigned int x = 0; x < width; x++)
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				{
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					const u8 I = (*in & 0xFF);
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					const u8 A = (*in & 0xFF00) >> 8;
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					*pBits = (A << 24) | (I << 16) | (I << 8) | I;
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					in++;
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					pBits++;
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				}
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			}
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			break;
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		case PC_TEX_FMT_I8:
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		case PC_TEX_FMT_I4_AS_I8:
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			{
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				const u8 *pIn = buffer;
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				for (int y = 0; y < height; y++)
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				{
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					u8* pBits = ((u8*)outptr + (y * destPitch));
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					for(int i = 0; i < width * 4; i += 4) 
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					{
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						pBits[i] = pIn[i / 4];
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						pBits[i+1] = pIn[i / 4];
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						pBits[i+2] = pIn[i / 4];
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						pBits[i + 3] = pIn[i / 4];
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					}
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					pIn += pitch;
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				}
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			}
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			break;
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		case PC_TEX_FMT_BGRA32:
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			// BGRA32 textures can be uploaded directly to VRAM when using DEFAULT textures
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			if (usage == D3D11_USAGE_DEFAULT) break;
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			for (unsigned int y = 0; y < height; y++)
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			{
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				u32* in = (u32*)buffer + y * pitch;
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				u32* pBits = (u32*)((u8*)outptr + y * destPitch);
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				for (unsigned int x = 0; x < width; x++)
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				{
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					const u32 col = *in;
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					*pBits = col;
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					in++;
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					pBits++;
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				}
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			}
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			break;
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		case PC_TEX_FMT_RGB565:
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			for (unsigned int y = 0; y < height; y++)
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			{
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				u16* in = (u16*)buffer + y * pitch;
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				u32* pBits = (u32*)((u8*)outptr + y * destPitch);
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				for (unsigned int x = 0; x < width; x++)
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				{
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					const u16 col = *in;
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					*pBits = 0xFF000000 | (((col&0x1f)<<3)) | ((col&0x7e0)<<5) | ((col&0xF800)<<8);
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					pBits++;
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					in++;
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				}
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			}
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			break;
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		default:
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			PanicAlert("Unknown tex fmt %d\n", pcfmt);
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			break;
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	}
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	if (usage == D3D11_USAGE_DYNAMIC)
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	{
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		// TODO: UpdateSubresource might be faster than mapping
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		D3D::context->Unmap(pTexture, 0);
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	}
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	else if (usage == D3D11_USAGE_DEFAULT)
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	{
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		D3D11_BOX dest_region = CD3D11_BOX(0, 0, 0, width, height, 1);
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		if (pcfmt == PC_TEX_FMT_BGRA32)
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			D3D::context->UpdateSubresource(pTexture, level, &dest_region, buffer, 4*pitch, 4*(4*pitch)*height);
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		else
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			D3D::context->UpdateSubresource(pTexture, level, &dest_region, outptr, destPitch, 4*width*height);
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	}
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}
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}  // namespace
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D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels)
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{
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	ID3D11Texture2D* pTexture = NULL;
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	HRESULT hr;
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	D3D11_CPU_ACCESS_FLAG cpuflags;
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	if (usage == D3D11_USAGE_STAGING) cpuflags = (D3D11_CPU_ACCESS_FLAG)((int)D3D11_CPU_ACCESS_WRITE|(int)D3D11_CPU_ACCESS_READ);
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	else if (usage == D3D11_USAGE_DYNAMIC) cpuflags = D3D11_CPU_ACCESS_WRITE;
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	else cpuflags = (D3D11_CPU_ACCESS_FLAG)0;
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	D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(fmt, width, height, 1, levels, bind, usage, cpuflags);
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	hr = D3D::device->CreateTexture2D(&texdesc, NULL, &pTexture);
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	if (FAILED(hr))
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	{
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		PanicAlert("Failed to create texture at %s %d\n", __FILE__, __LINE__);
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		return NULL;
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	}
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	D3DTexture2D* ret = new D3DTexture2D(pTexture, bind);
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	pTexture->Release();
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	return ret;
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}
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void D3DTexture2D::AddRef()
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{
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	ref++;
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}
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UINT D3DTexture2D::Release()
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{
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	ref--;
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	if (ref == 0)
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	{
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		delete this;
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		return 0;
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	}
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	return ref;
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}
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ID3D11Texture2D* &D3DTexture2D::GetTex() { return tex; }
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ID3D11ShaderResourceView* &D3DTexture2D::GetSRV() { return srv; }
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ID3D11RenderTargetView* &D3DTexture2D::GetRTV() { return rtv; }
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ID3D11DepthStencilView* &D3DTexture2D::GetDSV() { return dsv; }
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D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind,
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							DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format)
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							: ref(1), tex(texptr), srv(NULL), rtv(NULL), dsv(NULL)
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{
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	D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(D3D11_SRV_DIMENSION_TEXTURE2D, srv_format);
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	D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC(D3D11_DSV_DIMENSION_TEXTURE2D, dsv_format);
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	D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = CD3D11_RENDER_TARGET_VIEW_DESC(D3D11_RTV_DIMENSION_TEXTURE2D, rtv_format);
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	if (bind & D3D11_BIND_SHADER_RESOURCE) D3D::device->CreateShaderResourceView(tex, &srv_desc, &srv);
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	if (bind & D3D11_BIND_RENDER_TARGET) D3D::device->CreateRenderTargetView(tex, &rtv_desc, &rtv);
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	if (bind & D3D11_BIND_DEPTH_STENCIL) D3D::device->CreateDepthStencilView(tex, &dsv_desc, &dsv);
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	tex->AddRef();
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}
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D3DTexture2D::~D3DTexture2D()
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{
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	if (srv) srv->Release();
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	if (rtv) rtv->Release();
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	if (dsv) dsv->Release();
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	tex->Release();
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}
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