// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

#include <d3d11.h>
#include "Common/CommonTypes.h"

namespace DX11
{
class D3DTexture2D
{
public:
  // there are two ways to create a D3DTexture2D object:
  //     either create an ID3D11Texture2D object, pass it to the constructor and specify what views
  //     to create
  //     or let the texture automatically be created by D3DTexture2D::Create

  D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG 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);
  static D3DTexture2D* Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind,
                              D3D11_USAGE usage, DXGI_FORMAT, unsigned int levels = 1,
                              unsigned int slices = 1, D3D11_SUBRESOURCE_DATA* data = nullptr);

  // reference counting, use AddRef() when creating a new reference and Release() it when you don't
  // need it anymore
  void AddRef();
  UINT Release();

  ID3D11Texture2D*& GetTex();
  ID3D11ShaderResourceView*& GetSRV();
  ID3D11RenderTargetView*& GetRTV();
  ID3D11DepthStencilView*& GetDSV();

private:
  ~D3DTexture2D();

  ID3D11Texture2D* tex;
  ID3D11ShaderResourceView* srv;
  ID3D11RenderTargetView* rtv;
  ID3D11DepthStencilView* dsv;
  D3D11_BIND_FLAG bindflags;
  UINT ref;
};

}  // namespace DX11