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	- fix numerous warnings - make some variables unsigned - remove redundant code and header inclusions - make code more compact in lots of cases Committing some additional changes by myself: - additional header cleanups - cleanup DX11 initialization/shutdown process (hinted at by avindra) - Remove the cgD3D9 stuff from Externals since it's no longer needed git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5903 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			55 lines
		
	
	
	
		
			2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			55 lines
		
	
	
	
		
			2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2003 Dolphin Project.
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| 
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| // This program is free software: you can redistribute it and/or modify
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| // it under the terms of the GNU General Public License as published by
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| // the Free Software Foundation, version 2.0.
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| 
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| // This program is distributed in the hope that it will be useful,
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| // but WITHOUT ANY WARRANTY; without even the implied warranty of
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| // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| // GNU General Public License 2.0 for more details.
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| 
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| // A copy of the GPL 2.0 should have been included with the program.
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| // If not, see http://www.gnu.org/licenses/
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| 
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| // Official SVN repository and contact information can be found at
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| // http://code.google.com/p/dolphin-emu/
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| 
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| #pragma once
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| 
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| #include "D3DBase.h"
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| 
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| namespace D3D
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| {
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| 	void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int pitch, unsigned int level, D3D11_USAGE usage);
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| }
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| 
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| class D3DTexture2D
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| {
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| public:
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| 	// there are two ways to create a D3DTexture2D object:
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| 	//     either create an ID3D11Texture2D object, pass it to the constructor and specify what views to create
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| 	//     or let the texture automatically be created by D3DTexture2D::Create
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| 
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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);
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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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| 
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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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| 	UINT Release();
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| 
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| 	ID3D11Texture2D* &GetTex();
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| 	ID3D11ShaderResourceView* &GetSRV();
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| 	ID3D11RenderTargetView* &GetRTV();
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| 	ID3D11DepthStencilView* &GetDSV();
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| 
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| private:
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| 	~D3DTexture2D();
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| 
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| 	ID3D11Texture2D* tex;
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| 	ID3D11ShaderResourceView* srv;
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| 	ID3D11RenderTargetView* rtv;
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| 	ID3D11DepthStencilView* dsv;
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| 	D3D11_BIND_FLAG bindflags;
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| 	UINT ref;
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| };
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