#include "BsD3D11RenderTexture.h" #include "BsD3D11RenderAPI.h" #include "BsD3D11Device.h" #include "BsD3D11Texture.h" #include "BsD3D11Mappings.h" #include "BsD3D11TextureView.h" #include "BsTextureManager.h" #include "BsException.h" namespace BansheeEngine { D3D11RenderTextureCore::D3D11RenderTextureCore(const RENDER_TEXTURE_CORE_DESC& desc) :RenderTextureCore(desc), mProperties(desc, false) { } void D3D11RenderTextureCore::getCustomAttribute(const String& name, void* pData) const { if(name == "RTV") { ID3D11RenderTargetView** pRTVs = (ID3D11RenderTargetView **)pData; D3D11TextureView* textureView = static_cast(mColorSurface.get()); *pRTVs = textureView->getRTV(); return; } else if(name == "DSV") { ID3D11DepthStencilView** pDSV = (ID3D11DepthStencilView **)pData; D3D11TextureView* depthStencilView = static_cast(mDepthStencilSurface.get()); *pDSV = depthStencilView->getDSV(); return; } } D3D11RenderTexture::D3D11RenderTexture(const RENDER_TEXTURE_DESC& desc) :RenderTexture(desc), mProperties(desc, false) { } }