SOL9 2.0 Class: D3D10Texture2DDesc
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Source code
/******************************************************************************
*
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*
* Redistribution and use in source and binary forms, with or without
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* notice, this list of conditions, and the following disclaimer.
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* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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*
* D3D10Texture2DDesc.h
*
*****************************************************************************/
#pragma once
#include <d3d10_1.h>
#include <d3dx10.h>
/*
typedef struct DXGI_SAMPLE_DESC
{
UINT Count;
UINT Quality;
} DXGI_SAMPLE_DESC;
typedef struct D3D10_TEXTURE2D_DESC
{
UINT Width;
UINT Height;
UINT MipLevels;
UINT ArraySize;
DXGI_FORMAT Format;
DXGI_SAMPLE_DESC SampleDesc;
D3D10_USAGE Usage;
UINT BindFlags;
UINT CPUAccessFlags;
UINT MiscFlags;
} D3D10_TEXTURE2D_DESC;
*/
class D3D10Texture2DDesc {
public:
D3D10_TEXTURE2D_DESC desc;
public:
D3D10Texture2DDesc()
{
memset(&desc, 0, sizeof(desc));
}
D3D10Texture2DDesc(
UINT width,
UINT height,
UINT mipLevels,
UINT arraySize,
DXGI_FORMAT format,
UINT sampleDescCount,
UINT sampleDescQuality,
D3D10_USAGE usage,
UINT bindFlags,
UINT cpuAccessFlags,
UINT miscFlags)
{
memset(&desc, 0, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.MipLevels = mipLevels;
desc.ArraySize = arraySize;
desc.Format = format;
desc.SampleDesc.Count = sampleDescCount;
desc.SampleDesc.Quality = sampleDescQuality;
desc.Usage = usage;
desc.BindFlags = bindFlags;
desc.CPUAccessFlags = cpuAccessFlags;
desc.MiscFlags = miscFlags;
}
void width(UINT w) {
desc.Width = w;
}
void height(UINT h) {
desc.Height = h;
}
void mipLevels(UINT m) {
desc.MipLevels = m;
}
void arraySize(UINT a) {
desc.ArraySize = a;
}
void format(DXGI_FORMAT f) {
desc.Format = f;
}
void sampleDescCount(UINT count) {
desc.SampleDesc.Count = count;
}
void sampleDescQuality(UINT quality) {
desc.SampleDesc.Quality = quality;
}
void usage(D3D10_USAGE u) {
desc.Usage = u;
}
void bindFlags(UINT flags) {
desc.BindFlags = flags;
}
void cpuAccessFlags(UINT flags) {
desc.CPUAccessFlags = flags;
}
void miscFlags(UINT flags) {
desc.MiscFlags = flags;
}
operator D3D10_TEXTURE2D_DESC*()
{
return getDesc();
}
D3D10_TEXTURE2D_DESC* getDesc()
{
return &desc;
}
};
/*
//Usage:
D3D10Texture2DDesc descDepth;
descDepth.width(width);
descDepth.height(height);
descDepth.mipLevels(1);
descDepth.arraySize(1);
descDepth.format(DXGI_FORMAT_D32_FLOAT);
descDepth.sampleDescCount(1);
descDepth.sampleDescQuality(0);
descDepth.usage(D3D10_USAGE_DEFAULT);
descDepth.bindFlags(D3D10_BIND_DEPTH_STENCIL);
Direct3D10Texture2D texture2D = new Direct3D10Texture2D(d3d10Device, descDepth);
*/
Last modified: 5 May 2019
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