//----------------------------------------------------------------------------- // 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 _GFXD3D11TEXTUREOBJECT_H_ #define _GFXD3D11TEXTUREOBJECT_H_ #include "gfx/D3D11/gfxD3D11Device.h" #include "gfx/gfxTextureHandle.h" #include "gfx/gfxTextureManager.h" class GFXD3D11TextureObject : public GFXTextureObject { protected: static U32 mTexCount; GFXTexHandle mStagingTex; DXGI_MAPPED_RECT mLockRect; D3D11_BOX mLockBox; bool mLocked; U32 mLockedSubresource; ID3D11Resource *mD3DTexture; // used for z buffers... ID3D11Texture2D *mD3DSurface; ID3D11ShaderResourceView* mSRView; // for shader resource input ID3D11RenderTargetView* mRTView; // for render targets ID3D11DepthStencilView* mDSView; //render target view for depth stencil public: GFXD3D11TextureObject( GFXDevice * d, GFXTextureProfile *profile); ~GFXD3D11TextureObject(); ID3D11Resource* getResource(){ return mD3DTexture; } ID3D11Texture2D* get2DTex(){ return (ID3D11Texture2D*) mD3DTexture; } ID3D11Texture2D** get2DTexPtr(){ return (ID3D11Texture2D**) &mD3DTexture; } ID3D11Texture3D* get3DTex(){ return (ID3D11Texture3D*) mD3DTexture; } ID3D11Texture3D** get3DTexPtr(){ return (ID3D11Texture3D**) &mD3DTexture; } ID3D11ShaderResourceView* getSRView(); ID3D11RenderTargetView* getRTView(); ID3D11DepthStencilView* getDSView(); ID3D11ShaderResourceView** getSRViewPtr(); ID3D11RenderTargetView** getRTViewPtr(); ID3D11DepthStencilView** getDSViewPtr(); void release(); bool isManaged; //setting to true tells this texture not to be released from being zombify virtual GFXLockedRect * lock(U32 mipLevel = 0, RectI *inRect = NULL); virtual void unlock(U32 mipLevel = 0 ); virtual bool copyToBmp(GBitmap* bmp); ID3D11Texture2D* getSurface() {return mD3DSurface;} ID3D11Texture2D** getSurfacePtr() {return &mD3DSurface;} // GFXResource void zombify(); void resurrect(); #ifdef TORQUE_DEBUG virtual void pureVirtualCrash() {}; #endif }; #endif