GPUDevice: Improve texture pooling
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@ -42,7 +42,6 @@ public:
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template<typename T>
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using ComPtr = Microsoft::WRL::ComPtr<T>;
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D3D11Texture();
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~D3D11Texture();
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ALWAYS_INLINE ID3D11Texture2D* GetD3DTexture() const { return m_texture.Get(); }
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@ -75,16 +74,13 @@ public:
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}
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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);
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void Destroy();
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static std::unique_ptr<D3D11Texture> Create(ID3D11Device* device, u32 width, u32 height, u32 layers, u32 levels,
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u32 samples, Type type, Format format, const void* initial_data = nullptr,
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u32 initial_data_stride = 0);
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D3D11_TEXTURE2D_DESC GetDesc() const;
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void CommitClear(ID3D11DeviceContext1* context);
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bool IsValid() const override;
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bool Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer = 0, u32 level = 0) override;
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bool Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer = 0, u32 level = 0) override;
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void Unmap() override;
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@ -92,6 +88,9 @@ public:
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void SetDebugName(const std::string_view& name) override;
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private:
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D3D11Texture(u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type, Format format,
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ComPtr<ID3D11Texture2D> texture, ComPtr<ID3D11ShaderResourceView> srv, ComPtr<ID3D11View> rtv_dsv);
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ComPtr<ID3D11Texture2D> m_texture;
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ComPtr<ID3D11ShaderResourceView> m_srv;
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ComPtr<ID3D11View> m_rtv_dsv;
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