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50 lines
2.0 KiB
C++
50 lines
2.0 KiB
C++
#pragma once
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#include "../types.h"
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#include "../windows_headers.h"
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#include <d3d11.h>
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#include <wrl/client.h>
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namespace D3D11 {
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class Texture
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{
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public:
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template<typename T>
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using ComPtr = Microsoft::WRL::ComPtr<T>;
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Texture();
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Texture(ComPtr<ID3D11Texture2D> texture, ComPtr<ID3D11ShaderResourceView> srv, ComPtr<ID3D11RenderTargetView> rtv);
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~Texture();
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ALWAYS_INLINE ID3D11Texture2D* GetD3DTexture() const { return m_texture.Get(); }
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ALWAYS_INLINE ID3D11ShaderResourceView* GetD3DSRV() const { return m_srv.Get(); }
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ALWAYS_INLINE ID3D11RenderTargetView* GetD3DRTV() const { return m_rtv.Get(); }
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ALWAYS_INLINE ID3D11ShaderResourceView* const* GetD3DSRVArray() const { return m_srv.GetAddressOf(); }
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ALWAYS_INLINE ID3D11RenderTargetView* const* GetD3DRTVArray() const { return m_rtv.GetAddressOf(); }
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ALWAYS_INLINE u32 GetWidth() const { return m_width; }
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ALWAYS_INLINE u32 GetHeight() const { return m_height; }
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ALWAYS_INLINE u32 GetSamples() const { return m_samples; }
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ALWAYS_INLINE bool IsMultisampled() const { return m_samples > 1; }
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ALWAYS_INLINE DXGI_FORMAT GetFormat() const { return GetDesc().Format; }
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D3D11_TEXTURE2D_DESC GetDesc() const;
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ALWAYS_INLINE operator ID3D11Texture2D*() const { return m_texture.Get(); }
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ALWAYS_INLINE operator ID3D11ShaderResourceView*() const { return m_srv.Get(); }
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ALWAYS_INLINE operator ID3D11RenderTargetView*() const { return m_rtv.Get(); }
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ALWAYS_INLINE operator bool() const { return static_cast<bool>(m_texture); }
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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 dynamic = false);
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bool Adopt(ID3D11Device* device, ComPtr<ID3D11Texture2D> texture);
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void Destroy();
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private:
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ComPtr<ID3D11Texture2D> m_texture;
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ComPtr<ID3D11ShaderResourceView> m_srv;
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ComPtr<ID3D11RenderTargetView> m_rtv;
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u32 m_width;
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u32 m_height;
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u32 m_samples;
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};
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} // namespace D3D11
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