forked from dolphin-emu/dolphin
		
	Slightly modify the way we're doing screenshots once again, thanks to Orphis this time ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5743 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			57 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
		
			2.0 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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#pragma once
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#include "D3DBase.h"
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#include "TextureDecoder.h"
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namespace D3D
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{
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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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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);
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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);
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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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