BsD3D11TextureManager.cpp 2.4 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11TextureManager.h"
  4. #include "BsD3D11Texture.h"
  5. #include "BsD3D11RenderTexture.h"
  6. #include "BsD3D11Mappings.h"
  7. #include "BsD3D11RenderAPI.h"
  8. #include "BsD3D11MultiRenderTexture.h"
  9. namespace BansheeEngine
  10. {
  11. RenderTexturePtr D3D11TextureManager::createRenderTextureImpl(const RENDER_TEXTURE_DESC& desc)
  12. {
  13. D3D11RenderTexture* tex = new (bs_alloc<D3D11RenderTexture>()) D3D11RenderTexture(desc);
  14. return bs_core_ptr<D3D11RenderTexture>(tex);
  15. }
  16. MultiRenderTexturePtr D3D11TextureManager::createMultiRenderTextureImpl(const MULTI_RENDER_TEXTURE_DESC& desc)
  17. {
  18. D3D11MultiRenderTexture* tex = new (bs_alloc<D3D11MultiRenderTexture>()) D3D11MultiRenderTexture(desc);
  19. return bs_core_ptr<D3D11MultiRenderTexture>(tex);
  20. }
  21. PixelFormat D3D11TextureManager::getNativeFormat(TextureType ttype, PixelFormat format, int usage, bool hwGamma)
  22. {
  23. // Basic filtering
  24. DXGI_FORMAT d3dPF = D3D11Mappings::getPF(D3D11Mappings::getClosestSupportedPF(format, hwGamma), hwGamma);
  25. return D3D11Mappings::getPF(d3dPF);
  26. }
  27. SPtr<TextureCore> D3D11TextureCoreManager::createTextureInternal(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
  28. int numMips, PixelFormat format, int usage, bool hwGammaCorrection, UINT32 multisampleCount, const PixelDataPtr& initialData)
  29. {
  30. D3D11TextureCore* tex = new (bs_alloc<D3D11TextureCore>()) D3D11TextureCore(texType,
  31. width, height, depth, numMips, format, usage, hwGammaCorrection, multisampleCount, initialData);
  32. SPtr<D3D11TextureCore> texPtr = bs_shared_ptr<D3D11TextureCore>(tex);
  33. texPtr->_setThisPtr(texPtr);
  34. return texPtr;
  35. }
  36. SPtr<RenderTextureCore> D3D11TextureCoreManager::createRenderTextureInternal(const RENDER_TEXTURE_CORE_DESC& desc)
  37. {
  38. SPtr<D3D11RenderTextureCore> texPtr = bs_shared_ptr_new<D3D11RenderTextureCore>(desc);
  39. texPtr->_setThisPtr(texPtr);
  40. return texPtr;
  41. }
  42. SPtr<MultiRenderTextureCore> D3D11TextureCoreManager::createMultiRenderTextureInternal(const MULTI_RENDER_TEXTURE_CORE_DESC& desc)
  43. {
  44. SPtr<D3D11MultiRenderTextureCore> texPtr = bs_shared_ptr_new<D3D11MultiRenderTextureCore>(desc);
  45. texPtr->_setThisPtr(texPtr);
  46. return texPtr;
  47. }
  48. }