D3D11/Texture: Add layers/texture arrays
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@ -21,10 +21,11 @@ public:
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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 u16 GetLevels() const { return m_levels; }
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ALWAYS_INLINE u16 GetSamples() const { return m_samples; }
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ALWAYS_INLINE u16 GetWidth() const { return m_width; }
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ALWAYS_INLINE u16 GetHeight() const { return m_height; }
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ALWAYS_INLINE u16 GetLayers() const { return m_layers; }
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ALWAYS_INLINE u8 GetLevels() const { return m_levels; }
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ALWAYS_INLINE u8 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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@ -34,8 +35,8 @@ 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, 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 Create(ID3D11Device* device, u32 width, u32 height, u32 layers, u32 levels, u32 samples, DXGI_FORMAT format,
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u32 bind_flags, 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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@ -44,9 +45,10 @@ 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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u16 m_levels;
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u16 m_samples;
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u16 m_width;
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u16 m_height;
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u16 m_layers;
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u8 m_levels;
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u8 m_samples;
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};
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} // namespace D3D11
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