Add a gdk_d3d12_texture_import_gl() function to match the EGL import behavior. And then use it in the import code. What makes this a bit awkward is that we need to not just shuffle a tex_id but also a mem_id around, but oh well...
22 lines
955 B
C
22 lines
955 B
C
#pragma once
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#include "gdkd3d12texture.h"
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#include "gdkd3d12texturebuilder.h"
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G_BEGIN_DECLS
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GdkTexture * gdk_d3d12_texture_new_from_builder (GdkD3D12TextureBuilder *builder,
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GDestroyNotify destroy,
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gpointer data,
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GError **error);
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HANDLE gdk_d3d12_texture_get_resource_handle (GdkD3D12Texture *self);
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guint gdk_d3d12_texture_import_gl (GdkD3D12Texture *self,
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GdkGLContext *context,
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guint *out_mem_id);
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G_END_DECLS
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