/* * 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #pragma once #include "GSTexture.h" class GSTexture11 : public GSTexture { CComPtr m_dev; CComPtr m_ctx; CComPtr m_texture; D3D11_TEXTURE2D_DESC m_desc; CComPtr m_srv; CComPtr m_uav; CComPtr m_rtv; CComPtr m_dsv; public: explicit GSTexture11(ID3D11Texture2D* texture); bool Update(const GSVector4i& r, const void* data, int pitch); bool Map(GSMap& m, const GSVector4i* r); void Unmap(); bool Save(const string& fn, bool dds = false); operator ID3D11Texture2D*(); operator ID3D11ShaderResourceView*(); operator ID3D11UnorderedAccessView*(); operator ID3D11RenderTargetView*(); operator ID3D11DepthStencilView*(); };