// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include "Common/CommonTypes.h" #include "VideoBackends/D3D12/D3DBase.h" namespace DX12 { enum TEXTURE_BIND_FLAG : u32 { TEXTURE_BIND_FLAG_SHADER_RESOURCE = (1 << 0), TEXTURE_BIND_FLAG_RENDER_TARGET = (1 << 1), TEXTURE_BIND_FLAG_DEPTH_STENCIL = (1 << 2) }; namespace D3D { void ReplaceRGBATexture2D( ID3D12Resource* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int src_pitch, unsigned int level, D3D12_RESOURCE_STATES current_resource_state = D3D12_RESOURCE_STATE_COMMON); void CleanupPersistentD3DTextureResources(); } class D3DTexture2D { public: // there are two ways to create a D3DTexture2D object: // either create an ID3D12Resource object, pass it to the constructor and specify what views // to create // or let the texture automatically be created by D3DTexture2D::Create D3DTexture2D(ID3D12Resource* texptr, u32 bind, DXGI_FORMAT srv_format = DXGI_FORMAT_UNKNOWN, DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN, DXGI_FORMAT rtv_format = DXGI_FORMAT_UNKNOWN, bool multisampled = false, D3D12_RESOURCE_STATES resource_state = D3D12_RESOURCE_STATE_COMMON); static D3DTexture2D* Create(unsigned int width, unsigned int height, u32 bind, DXGI_FORMAT fmt, unsigned int levels = 1, unsigned int slices = 1, D3D12_SUBRESOURCE_DATA* data = nullptr); void TransitionToResourceState(ID3D12GraphicsCommandList* command_list, D3D12_RESOURCE_STATES state_after); // reference counting, use AddRef() when creating a new reference and Release() it when you don't // need it anymore void AddRef(); UINT Release(); ID3D12Resource* GetTex12() const; D3D12_CPU_DESCRIPTOR_HANDLE GetSRV12CPU() const; D3D12_GPU_DESCRIPTOR_HANDLE GetSRV12GPU() const; D3D12_CPU_DESCRIPTOR_HANDLE GetSRV12GPUCPUShadow() const; D3D12_CPU_DESCRIPTOR_HANDLE GetDSV12() const; D3D12_CPU_DESCRIPTOR_HANDLE GetRTV12() const; D3D12_RESOURCE_STATES GetResourceUsageState() const; bool GetMultisampled() const; private: ~D3DTexture2D(); ID3D12Resource* m_tex12 = nullptr; D3D12_CPU_DESCRIPTOR_HANDLE m_srv12_cpu = {}; D3D12_GPU_DESCRIPTOR_HANDLE m_srv12_gpu = {}; D3D12_CPU_DESCRIPTOR_HANDLE m_srv12_gpu_cpu_shadow = {}; D3D12_CPU_DESCRIPTOR_HANDLE m_dsv12 = {}; D3D12_CPU_DESCRIPTOR_HANDLE m_rtv12 = {}; D3D12_RESOURCE_STATES m_resource_state = D3D12_RESOURCE_STATE_COMMON; bool m_multisampled = false; std::atomic m_ref = 1; }; } // namespace DX12