#pragma once #include "../types.h" #include "../windows_headers.h" #include #include namespace D3D11 { class Texture { public: template using ComPtr = Microsoft::WRL::ComPtr; Texture(); Texture(ComPtr texture, ComPtr srv, ComPtr 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 u16 GetLevels() const { return m_levels; } ALWAYS_INLINE u16 GetSamples() const { return m_samples; } ALWAYS_INLINE bool IsMultisampled() const { return m_samples > 1; } 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(m_texture); } bool Create(ID3D11Device* device, u32 width, u32 height, u32 levels, u32 samples, DXGI_FORMAT format, u32 bind_flags, const void* initial_data = nullptr, u32 initial_data_stride = 0, bool dynamic = false); bool Adopt(ID3D11Device* device, ComPtr texture); void Destroy(); private: ComPtr m_texture; ComPtr m_srv; ComPtr m_rtv; u32 m_width; u32 m_height; u16 m_levels; u16 m_samples; }; } // namespace D3D11