BsD3D11TextureManager.h 1.3 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsD3D11Prerequisites.h"
  5. #include "Managers/BsTextureManager.h"
  6. namespace bs
  7. {
  8. /** @addtogroup D3D11
  9. * @{
  10. */
  11. /** Handles creation of DirectX 11 textures. */
  12. class D3D11TextureManager : public TextureManager
  13. {
  14. public:
  15. /** @copydoc TextureManager::getNativeFormat */
  16. PixelFormat getNativeFormat(TextureType ttype, PixelFormat format, int usage, bool hwGamma) override;
  17. protected:
  18. /** @copydoc TextureManager::createRenderTextureImpl */
  19. SPtr<RenderTexture> createRenderTextureImpl(const RENDER_TEXTURE_DESC& desc) override;
  20. };
  21. namespace ct
  22. {
  23. /** Handles creation of DirectX 11 textures. */
  24. class D3D11TextureManager : public TextureManager
  25. {
  26. protected:
  27. /** @copydoc TextureManager::createTextureInternal */
  28. SPtr<Texture> createTextureInternal(const TEXTURE_DESC& desc,
  29. const SPtr<PixelData>& initialData = nullptr, GpuDeviceFlags deviceMask = GDF_DEFAULT) override;
  30. /** @copydoc TextureManager::createRenderTextureInternal */
  31. SPtr<RenderTexture> createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc,
  32. UINT32 deviceIdx = 0) override;
  33. };
  34. }
  35. /** @} */
  36. }