81 lines
3.1 KiB
C++
81 lines
3.1 KiB
C++
#pragma once
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#include "../types.h"
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#include "../windows_headers.h"
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#include "descriptor_heap_manager.h"
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#include <d3d12.h>
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#include <wrl/client.h>
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namespace D3D12 {
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class StreamBuffer;
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class Texture final
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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(ID3D12Resource* resource, D3D12_RESOURCE_STATES state);
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Texture(Texture&& texture);
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Texture(const Texture&) = delete;
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~Texture();
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ALWAYS_INLINE ID3D12Resource* GetResource() const { return m_resource.Get(); }
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ALWAYS_INLINE const DescriptorHandle& GetSRVDescriptor() const { return m_srv_descriptor; }
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ALWAYS_INLINE const DescriptorHandle& GetRTVOrDSVDescriptor() const { return m_rtv_or_dsv_descriptor; }
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ALWAYS_INLINE D3D12_RESOURCE_STATES GetState() const { return m_state; }
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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 DXGI_FORMAT GetFormat() const { return m_format; }
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ALWAYS_INLINE bool IsMultisampled() const { return m_samples > 1; }
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ALWAYS_INLINE operator ID3D12Resource*() const { return m_resource.Get(); }
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ALWAYS_INLINE operator bool() const { return static_cast<bool>(m_resource); }
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bool Create(u32 width, u32 height, u32 samples, DXGI_FORMAT format, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format,
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DXGI_FORMAT dsv_format, D3D12_RESOURCE_FLAGS flags);
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bool Adopt(ComPtr<ID3D12Resource> texture, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format,
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D3D12_RESOURCE_STATES state);
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D3D12_RESOURCE_DESC GetDesc() const;
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void Destroy(bool defer = true);
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void TransitionToState(D3D12_RESOURCE_STATES state) const;
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Texture& operator=(const Texture&) = delete;
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Texture& operator=(Texture&& texture);
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bool BeginStreamUpdate(u32 x, u32 y, u32 width, u32 height, void** out_data, u32* out_data_pitch);
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void EndStreamUpdate(u32 x, u32 y, u32 width, u32 height);
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bool LoadData(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch);
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static void CopyToUploadBuffer(const void* src_data, u32 src_pitch, u32 height, void* dst_data, u32 dst_pitch);
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void CopyFromBuffer(u32 x, u32 y, u32 width, u32 height, u32 pitch, ID3D12Resource* buffer, u32 buffer_offset);
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private:
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static bool CreateSRVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, bool multisampled,
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DescriptorHandle* dh);
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static bool CreateRTVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, bool multisampled,
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DescriptorHandle* dh);
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static bool CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, bool multisampled,
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DescriptorHandle* dh);
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ComPtr<ID3D12Resource> m_resource;
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DescriptorHandle m_srv_descriptor = {};
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DescriptorHandle m_rtv_or_dsv_descriptor = {};
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u32 m_width = 0;
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u32 m_height = 0;
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u32 m_samples = 0;
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DXGI_FORMAT m_format = DXGI_FORMAT_UNKNOWN;
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mutable D3D12_RESOURCE_STATES m_state = D3D12_RESOURCE_STATE_COMMON;
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bool m_is_depth_view = false;
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};
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} // namespace D3D12
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