//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsD3D11Prerequisites.h" #include "Managers/BsTextureManager.h" namespace bs { /** @addtogroup D3D11 * @{ */ /** Handles creation of DirectX 11 textures. */ class D3D11TextureManager : public TextureManager { public: /** @copydoc TextureManager::getNativeFormat */ PixelFormat getNativeFormat(TextureType ttype, PixelFormat format, int usage, bool hwGamma) override; protected: /** @copydoc TextureManager::createRenderTextureImpl */ SPtr createRenderTextureImpl(const RENDER_TEXTURE_DESC& desc) override; }; namespace ct { /** Handles creation of DirectX 11 textures. */ class D3D11TextureManager : public TextureManager { protected: /** @copydoc TextureManager::createTextureInternal */ SPtr createTextureInternal(const TEXTURE_DESC& desc, const SPtr& initialData = nullptr, GpuDeviceFlags deviceMask = GDF_DEFAULT) override; /** @copydoc TextureManager::createRenderTextureInternal */ SPtr createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx = 0) override; }; } /** @} */ }