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dxvk/src/d3d11/d3d11_view_rtv.h
Philip Rebohle 5dfe0d077d
[d3d11] Fix render target layouts for linar tiling
There currently doesn't seem to be a game which actually renders
to images with linear tiling, but we should handle this anyway.
Only the GENERAL layout is allowed if the tiling is not OPTIMAL.
2018-06-19 11:28:54 +02:00

68 lines
1.8 KiB
C++

#pragma once
#include "../dxvk/dxvk_device.h"
#include "d3d11_device_child.h"
namespace dxvk {
class D3D11Device;
/**
* \brief Render target view
*/
class D3D11RenderTargetView : public D3D11DeviceChild<ID3D11RenderTargetView> {
public:
D3D11RenderTargetView(
D3D11Device* device,
ID3D11Resource* resource,
const D3D11_RENDER_TARGET_VIEW_DESC& desc,
const Rc<DxvkImageView>& view);
~D3D11RenderTargetView();
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObject) final;
void STDMETHODCALLTYPE GetDevice(ID3D11Device** ppDevice) final;
void STDMETHODCALLTYPE GetResource(ID3D11Resource** ppResource) final;
void STDMETHODCALLTYPE GetDesc(D3D11_RENDER_TARGET_VIEW_DESC* pDesc) final;
D3D11_RESOURCE_DIMENSION GetResourceType() const {
D3D11_RESOURCE_DIMENSION type;
m_resource->GetType(&type);
return type;
}
Rc<DxvkImageView> GetImageView() const {
return m_view;
}
VkImageLayout GetRenderLayout() const {
return m_view->imageInfo().tiling == VK_IMAGE_TILING_OPTIMAL
? VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
: VK_IMAGE_LAYOUT_GENERAL;
}
static HRESULT GetDescFromResource(
ID3D11Resource* pResource,
D3D11_RENDER_TARGET_VIEW_DESC* pDesc);
static HRESULT NormalizeDesc(
ID3D11Resource* pResource,
D3D11_RENDER_TARGET_VIEW_DESC* pDesc);
private:
Com<D3D11Device> m_device;
Com<ID3D11Resource> m_resource;
D3D11_RENDER_TARGET_VIEW_DESC m_desc;
Rc<DxvkImageView> m_view;
};
}