//----------------------------------------------------------------------------- // Copyright (c) 2015 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 _GFX_D3D_GFXD3D11TARGET_H_ #define _GFX_D3D_GFXD3D11TARGET_H_ #include "gfx/D3D11/gfxD3D11Device.h" #include "gfx/D3D11/gfxD3D11TextureObject.h" #include "gfx/gfxTarget.h" #include "math/mPoint3.h" #include "math/mPoint2.h" class GFXD3D11TextureTarget : public GFXTextureTarget { friend class GFXD3D11Device; // Array of target surfaces, this is given to us by attachTexture ID3D11Texture2D* mTargets[MaxRenderSlotId]; // Array of shader resource views ID3D11ShaderResourceView* mTargetSRViews[MaxRenderSlotId]; //ID3D11DepthStencilView* mDepthTargetView; ID3D11View* mTargetViews[MaxRenderSlotId]; // Array of texture objects which correspond to the target surfaces above, // needed for copy from RenderTarget to texture situations. Current only valid in those situations GFXD3D11TextureObject* mResolveTargets[MaxRenderSlotId]; Point2I mTargetSize; GFXFormat mTargetFormat; public: GFXD3D11TextureTarget(bool genMips); ~GFXD3D11TextureTarget(); // Public interface. const Point2I getSize() override { return mTargetSize; } GFXFormat getFormat() override { return mTargetFormat; } void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0) override; void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0) override; void resolve() override; /// Note we always copy the Color0 RenderSlot. void resolveTo( GFXTextureObject *tex ) override; void activate() override; void deactivate() override; void zombify() override; void resurrect() override; }; class GFXD3D11WindowTarget : public GFXWindowTarget { friend class GFXD3D11Device; /// Our backbuffer ID3D11Texture2D* mBackBuffer; ID3D11Texture2D* mDepthStencil; ID3D11RenderTargetView* mBackBufferView; ID3D11DepthStencilView* mDepthStencilView; IDXGISwapChain* mSwapChain; /// Maximum size we can render to. Point2I mSize; /// D3D presentation info. DXGI_SWAP_CHAIN_DESC mPresentationParams; /// Internal interface that notifies us we need to reset our video mode. void resetMode() override; /// Is this a secondary window bool mSecondaryWindow; public: GFXD3D11WindowTarget(); ~GFXD3D11WindowTarget(); const Point2I getSize() override; GFXFormat getFormat() override; bool present() override; void initPresentationParams(); void createSwapChain(); void createBuffersAndViews(); void setBackBuffer(); void activate() override; void zombify() override; void resurrect() override; void resolveTo( GFXTextureObject *tex ) override; // These are all reference counted and must be released by whomever uses the get* function IDXGISwapChain* getSwapChain(); ID3D11Texture2D* getBackBuffer(); ID3D11Texture2D* getDepthStencil(); ID3D11RenderTargetView* getBackBufferView(); ID3D11DepthStencilView* getDepthStencilView(); }; #endif