GPUDevice: Pool textures
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@ -61,7 +61,6 @@ public:
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{
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return reinterpret_cast<ID3D11RenderTargetView* const*>(m_rtv_dsv.GetAddressOf());
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}
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ALWAYS_INLINE bool IsDynamic() const { return m_dynamic; }
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DXGI_FORMAT GetDXGIFormat() const;
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ALWAYS_INLINE operator ID3D11Texture2D*() const { return m_texture.Get(); }
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@ -77,7 +76,7 @@ public:
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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 layers, u32 levels, u32 samples, Type type,
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Format format, const void* initial_data = nullptr, u32 initial_data_stride = 0, bool dynamic = false);
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Format format, const void* initial_data = nullptr, u32 initial_data_stride = 0);
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void Destroy();
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@ -97,7 +96,6 @@ private:
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ComPtr<ID3D11ShaderResourceView> m_srv;
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ComPtr<ID3D11View> m_rtv_dsv;
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u32 m_mapped_subresource = 0;
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bool m_dynamic = false;
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};
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class D3D11TextureBuffer final : public GPUTextureBuffer
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