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D3D: Use two slices for most of our textures.
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5 changed files with 21 additions and 14 deletions
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@ -22,7 +22,7 @@ public:
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// or let the texture automatically be created by D3DTexture2D::Create
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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);
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static D3DTexture2D* Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT, unsigned int levels = 1);
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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);
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// reference counting, use AddRef() when creating a new reference and Release() it when you don't need it anymore
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void AddRef();
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