//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GFXD3DTEXTUREMANAGER_H_ #define _GFXD3DTEXTUREMANAGER_H_ #include "gfx/D3D9/gfxD3D9TextureObject.h" #include "core/util/safeRelease.h" // #define D3D_TEXTURE_SPEW //***************************************************************************** // GFX D3D Texture Manager //***************************************************************************** class GFXD3D9TextureManager : public GFXTextureManager { friend class GFXD3D9TextureObject; U32 mAdapterIndex; public: GFXD3D9TextureManager( LPDIRECT3DDEVICE9 d3ddevice, U32 adapterIndex ); virtual ~GFXD3D9TextureManager(); protected: // GFXTextureManager GFXTextureObject *_createTextureObject( U32 height, U32 width, U32 depth, GFXFormat format, GFXTextureProfile *profile, U32 numMipLevels, bool forceMips = false, S32 antialiasLevel = 0, GFXTextureObject *inTex = NULL ); bool _loadTexture(GFXTextureObject *texture, DDSFile *dds); bool _loadTexture(GFXTextureObject *texture, GBitmap *bmp); bool _loadTexture(GFXTextureObject *texture, void *raw); bool _refreshTexture(GFXTextureObject *texture); bool _freeTexture(GFXTextureObject *texture, bool zombify = false); private: U32 mCurTexSet[TEXTURE_STAGE_COUNT]; LPDIRECT3DDEVICE9 mD3DDevice; D3DCAPS9 mDeviceCaps; void _innerCreateTexture(GFXD3D9TextureObject *obj, U32 height, U32 width, U32 depth, GFXFormat format, GFXTextureProfile *profile, U32 numMipLevels, bool forceMips = false, S32 antialiasLevel = 0); }; #endif