HostDisplay: Make textures have levels/layers/samples attributes
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@ -34,7 +34,7 @@ public:
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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, u16 levels, u16 samples, DXGI_FORMAT format, u32 bind_flags,
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bool Create(ID3D11Device* device, u32 width, u32 height, u32 levels, 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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