dolphin/Source/Core/VideoBackends/D3D/D3DTexture.h

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
namespace DX11
{
namespace D3D
{
void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int pitch, unsigned int level, D3D11_USAGE usage);
}
class D3DTexture2D
{
public:
// there are two ways to create a D3DTexture2D object:
// either create an ID3D11Texture2D object, pass it to the constructor and specify what views to create
// or let the texture automatically be created by D3DTexture2D::Create
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);
// reference counting, use AddRef() when creating a new reference and Release() it when you don't need it anymore
void AddRef();
UINT Release();
ID3D11Texture2D* &GetTex();
ID3D11ShaderResourceView* &GetSRV();
ID3D11RenderTargetView* &GetRTV();
ID3D11DepthStencilView* &GetDSV();
private:
~D3DTexture2D();
ID3D11Texture2D* tex;
ID3D11ShaderResourceView* srv;
ID3D11RenderTargetView* rtv;
ID3D11DepthStencilView* dsv;
D3D11_BIND_FLAG bindflags;
UINT ref;
};
} // namespace DX11