/* * Copyright (C) 2007-2009 Gabest * http://www.gabest.org * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. * http://www.gnu.org/copyleft/gpl.html * */ #pragma once #include "GSTexture.h" class GSTexture10 : public GSTexture { CComPtr m_dev; CComPtr m_texture; D3D10_TEXTURE2D_DESC m_desc; CComPtr m_srv; CComPtr m_rtv; CComPtr m_dsv; public: GSTexture10(); explicit GSTexture10(ID3D10Texture2D* texture); virtual ~GSTexture10(); operator bool(); int GetType() const; int GetWidth() const; int GetHeight() const; int GetFormat() const; bool Update(const GSVector4i& r, const void* data, int pitch); bool Map(uint8** bits, int& pitch); void Unmap(); bool Save(const string& fn, bool dds = false); ID3D10Texture2D* operator->(); // TODO: remove direct access operator ID3D10Texture2D*(); operator ID3D10ShaderResourceView*(); operator ID3D10RenderTargetView*(); operator ID3D10DepthStencilView*(); };