// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include namespace DX11 { namespace D3D { bool TextureToPng(D3D11_MAPPED_SUBRESOURCE& map, const char* filename, int width, int height, bool saveAlpha = true); 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