Duckstation/src/common/d3d11/texture.h

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// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
#include "../gpu_texture.h"
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#include "../windows_headers.h"
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#include <d3d11.h>
#include <wrl/client.h>
namespace D3D11 {
class Texture final : public GPUTexture
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{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
Texture();
Texture(ComPtr<ID3D11Texture2D> texture, ComPtr<ID3D11ShaderResourceView> srv, ComPtr<ID3D11RenderTargetView> rtv);
~Texture();
static DXGI_FORMAT GetDXGIFormat(Format format);
static Format LookupBaseFormat(DXGI_FORMAT dformat);
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ALWAYS_INLINE ID3D11Texture2D* GetD3DTexture() const { return m_texture.Get(); }
ALWAYS_INLINE ID3D11ShaderResourceView* GetD3DSRV() const { return m_srv.Get(); }
ALWAYS_INLINE ID3D11RenderTargetView* GetD3DRTV() const { return m_rtv.Get(); }
ALWAYS_INLINE ID3D11ShaderResourceView* const* GetD3DSRVArray() const { return m_srv.GetAddressOf(); }
ALWAYS_INLINE ID3D11RenderTargetView* const* GetD3DRTVArray() const { return m_rtv.GetAddressOf(); }
ALWAYS_INLINE DXGI_FORMAT GetDXGIFormat() const { return GetDXGIFormat(m_format); }
ALWAYS_INLINE bool IsDynamic() const { return m_dynamic; }
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ALWAYS_INLINE operator ID3D11Texture2D*() const { return m_texture.Get(); }
ALWAYS_INLINE operator ID3D11ShaderResourceView*() const { return m_srv.Get(); }
ALWAYS_INLINE operator ID3D11RenderTargetView*() const { return m_rtv.Get(); }
ALWAYS_INLINE operator bool() const { return static_cast<bool>(m_texture); }
D3D11_TEXTURE2D_DESC GetDesc() const;
bool IsValid() const override;
bool Create(ID3D11Device* device, u32 width, u32 height, u32 layers, u32 levels, u32 samples, Format format,
u32 bind_flags, const void* initial_data = nullptr, u32 initial_data_stride = 0, bool dynamic = false);
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bool Adopt(ID3D11Device* device, ComPtr<ID3D11Texture2D> texture);
void Destroy();
private:
ComPtr<ID3D11Texture2D> m_texture;
ComPtr<ID3D11ShaderResourceView> m_srv;
ComPtr<ID3D11RenderTargetView> m_rtv;
bool m_dynamic = false;
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};
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} // namespace D3D11