forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			57 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
		
			1.7 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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| 
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| #pragma once
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| 
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| #include <d3d11.h>
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| #include "Common/CommonTypes.h"
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| 
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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,
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|                           unsigned int height, unsigned int src_pitch, unsigned int level,
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|                           D3D11_USAGE usage);
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| }
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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
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|   //     to create
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|   //     or let the texture automatically be created by D3DTexture2D::Create
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| 
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|   D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind,
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|                DXGI_FORMAT srv_format = DXGI_FORMAT_UNKNOWN,
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|                DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN,
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|                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,
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|                               D3D11_USAGE usage, DXGI_FORMAT, unsigned int levels = 1,
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|                               unsigned int slices = 1, D3D11_SUBRESOURCE_DATA* data = nullptr);
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| 
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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();
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|   UINT Release();
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| 
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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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| 
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| private:
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|   ~D3DTexture2D();
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| 
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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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| 
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| }  // namespace DX11
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