dolphin/Source/Core/VideoBackends/D3D12/D3DTexture.h

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// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <d3d11.h>
namespace DX12
{
namespace D3D
{
void ReplaceRGBATexture2D(ID3D12Resource* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int src_pitch, unsigned int level, D3D12_RESOURCE_STATES current_resource_state = D3D12_RESOURCE_STATE_COMMON);
void CleanupPersistentD3DTextureResources();
}
class D3DTexture2D
{
public:
// there are two ways to create a D3DTexture2D object:
// either create an ID3D12Resource object, pass it to the constructor and specify what views to create
// or let the texture automatically be created by D3DTexture2D::Create
D3DTexture2D(ID3D12Resource* 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, D3D12_RESOURCE_STATES resource_state = D3D12_RESOURCE_STATE_COMMON);
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, D3D12_SUBRESOURCE_DATA* data = nullptr);
void TransitionToResourceState(ID3D12GraphicsCommandList* command_list, D3D12_RESOURCE_STATES state_after);
// reference counting, use AddRef() when creating a new reference and Release() it when you don't need it anymore
void AddRef();
UINT Release();
ID3D12Resource* GetTex12() const;
D3D12_CPU_DESCRIPTOR_HANDLE GetSRV12CPU() const;
D3D12_GPU_DESCRIPTOR_HANDLE GetSRV12GPU() const;
D3D12_CPU_DESCRIPTOR_HANDLE GetSRV12GPUCPUShadow() const;
D3D12_CPU_DESCRIPTOR_HANDLE GetDSV12() const;
D3D12_CPU_DESCRIPTOR_HANDLE GetRTV12() const;
D3D12_RESOURCE_STATES GetResourceUsageState() const;
bool GetMultisampled() const;
private:
~D3DTexture2D();
ID3D12Resource* m_tex12 = nullptr;
D3D12_CPU_DESCRIPTOR_HANDLE m_srv12_cpu = {};
D3D12_GPU_DESCRIPTOR_HANDLE m_srv12_gpu = {};
D3D12_CPU_DESCRIPTOR_HANDLE m_srv12_gpu_cpu_shadow = {};
D3D12_CPU_DESCRIPTOR_HANDLE m_dsv12 = {};
D3D12_CPU_DESCRIPTOR_HANDLE m_rtv12 = {};
D3D12_RESOURCE_STATES m_resource_state = D3D12_RESOURCE_STATE_COMMON;
bool m_multisampled = false;
std::atomic<unsigned long> m_ref = 1;
};
} // namespace DX12