Duckstation/src/common/d3d11/texture.h

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#pragma once
#include "../types.h"
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#include "../windows_headers.h"
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#include <d3d11.h>
#include <wrl/client.h>
namespace D3D11 {
class Texture
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
Texture();
Texture(ComPtr<ID3D11Texture2D> texture, ComPtr<ID3D11ShaderResourceView> srv, ComPtr<ID3D11RenderTargetView> rtv);
~Texture();
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 u32 GetWidth() const { return m_width; }
ALWAYS_INLINE u32 GetHeight() const { return m_height; }
ALWAYS_INLINE u32 GetSamples() const { return m_samples; }
ALWAYS_INLINE bool IsMultisampled() const { return m_samples > 1; }
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ALWAYS_INLINE DXGI_FORMAT GetFormat() const { return GetDesc().Format; }
D3D11_TEXTURE2D_DESC GetDesc() const;
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); }
bool Create(ID3D11Device* device, u32 width, u32 height, u32 samples, DXGI_FORMAT format, u32 bind_flags,
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const void* initial_data = nullptr, u32 initial_data_stride = 0);
bool Adopt(ID3D11Device* device, ComPtr<ID3D11Texture2D> texture);
void Destroy();
private:
ComPtr<ID3D11Texture2D> m_texture;
ComPtr<ID3D11ShaderResourceView> m_srv;
ComPtr<ID3D11RenderTargetView> m_rtv;
u32 m_width;
u32 m_height;
u32 m_samples;
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};
} // namespace D3D11