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- //-----------------------------------------------------------------------------
- // 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.
- virtual const Point2I getSize() { return mTargetSize; }
- virtual GFXFormat getFormat() { return mTargetFormat; }
- virtual void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0);
- virtual void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0);
- virtual void resolve();
- /// Note we always copy the Color0 RenderSlot.
- virtual void resolveTo( GFXTextureObject *tex );
- virtual void activate();
- virtual void deactivate();
- void zombify();
- void resurrect();
- };
- 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();
- /// Is this a secondary window
- bool mSecondaryWindow;
- public:
- GFXD3D11WindowTarget();
- ~GFXD3D11WindowTarget();
-
- virtual const Point2I getSize();
- virtual GFXFormat getFormat();
- virtual bool present();
- void initPresentationParams();
- void createSwapChain();
- void createBuffersAndViews();
- void setBackBuffer();
- virtual void activate();
- void zombify();
- void resurrect();
- virtual void resolveTo( GFXTextureObject *tex );
- // 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
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