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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). 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<RenderTexture> createRenderTextureImpl(const RENDER_TEXTURE_DESC& desc) override;
- };
- namespace ct
- {
- /** Handles creation of DirectX 11 textures. */
- class D3D11TextureManager : public TextureManager
- {
- protected:
- /** @copydoc TextureManager::createTextureInternal */
- SPtr<Texture> createTextureInternal(const TEXTURE_DESC& desc,
- const SPtr<PixelData>& initialData = nullptr, GpuDeviceFlags deviceMask = GDF_DEFAULT) override;
- /** @copydoc TextureManager::createRenderTextureInternal */
- SPtr<RenderTexture> createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc,
- UINT32 deviceIdx = 0) override;
- };
- }
- /** @} */
- }
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