//----------------------------------------------------------------------------- // 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 _GFXD3DTEXTUREMANAGER_H_ #define _GFXD3DTEXTUREMANAGER_H_ #include "gfx/D3D11/gfxD3D11TextureObject.h" #include "core/util/safeRelease.h" class GFXD3D11TextureManager : public GFXTextureManager { friend class GFXD3D11TextureObject; public: GFXD3D11TextureManager(); virtual ~GFXD3D11TextureManager(); void createResourceView(U32 height, U32 width, U32 depth, DXGI_FORMAT format, U32 numMipLevels,U32 usageFlags, GFXTextureObject *inTex); 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[GFX_TEXTURE_STAGE_COUNT]; void _innerCreateTexture(GFXD3D11TextureObject *obj, U32 height, U32 width, U32 depth, GFXFormat format, GFXTextureProfile *profile, U32 numMipLevels, bool forceMips = false, S32 antialiasLevel = 0); }; #endif