f53df7da64
Code submissions have continually suffered from formatting inconsistencies that constantly have to be addressed. Using clang-format simplifies this by making code formatting more consistent, and allows automation of the code formatting so that maintainers can focus more on the code itself instead of code formatting.
69 lines
2.2 KiB
C++
69 lines
2.2 KiB
C++
/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "d3d11-subsystem.hpp"
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gs_stage_surface::gs_stage_surface(gs_device_t *device, uint32_t width,
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uint32_t height, gs_color_format colorFormat)
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: gs_obj(device, gs_type::gs_stage_surface),
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width(width),
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height(height),
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format(colorFormat),
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dxgiFormat(ConvertGSTextureFormat(colorFormat))
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{
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HRESULT hr;
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memset(&td, 0, sizeof(td));
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td.Width = width;
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td.Height = height;
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td.MipLevels = 1;
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td.ArraySize = 1;
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td.Format = dxgiFormat;
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td.SampleDesc.Count = 1;
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td.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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td.Usage = D3D11_USAGE_STAGING;
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hr = device->device->CreateTexture2D(&td, NULL, texture.Assign());
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if (FAILED(hr))
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throw HRError("Failed to create staging surface", hr);
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}
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gs_stage_surface::gs_stage_surface(gs_device_t *device, uint32_t width,
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uint32_t height)
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: gs_obj(device, gs_type::gs_stage_surface),
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width(width),
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height(height),
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format(GS_UNKNOWN),
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dxgiFormat(DXGI_FORMAT_NV12)
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{
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HRESULT hr;
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memset(&td, 0, sizeof(td));
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td.Width = width;
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td.Height = height;
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td.MipLevels = 1;
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td.ArraySize = 1;
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td.Format = dxgiFormat;
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td.SampleDesc.Count = 1;
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td.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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td.Usage = D3D11_USAGE_STAGING;
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hr = device->device->CreateTexture2D(&td, NULL, texture.Assign());
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if (FAILED(hr))
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throw HRError("Failed to create staging surface", hr);
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}
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