HostDisplay: Make textures have levels/layers/samples attributes

This commit is contained in:
Connor McLaughlin
2021-01-23 18:05:33 +10:00
parent e54ba23c4f
commit 6c6fdeb15e
13 changed files with 175 additions and 176 deletions

View File

@ -28,7 +28,7 @@ D3D11_TEXTURE2D_DESC Texture::GetDesc() const
return desc;
}
bool Texture::Create(ID3D11Device* device, u32 width, u32 height, u16 levels, u16 samples, DXGI_FORMAT format,
bool Texture::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)
{
@ -84,8 +84,8 @@ bool Texture::Create(ID3D11Device* device, u32 width, u32 height, u16 levels, u1
m_rtv = std::move(rtv);
m_width = width;
m_height = height;
m_levels = levels;
m_samples = samples;
m_levels = static_cast<u16>(levels);
m_samples = static_cast<u16>(samples);
return true;
}

View File

@ -34,7 +34,7 @@ public:
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, u16 levels, u16 samples, DXGI_FORMAT format, u32 bind_flags,
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<ID3D11Texture2D> texture);