BsD3D11TextureManager.cpp 1.6 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. namespace bs
  9. {
  10. SPtr<RenderTexture> D3D11TextureManager::createRenderTextureImpl(const RENDER_TEXTURE_DESC& desc)
  11. {
  12. D3D11RenderTexture* tex = new (bs_alloc<D3D11RenderTexture>()) D3D11RenderTexture(desc);
  13. return bs_core_ptr<D3D11RenderTexture>(tex);
  14. }
  15. PixelFormat D3D11TextureManager::getNativeFormat(TextureType ttype, PixelFormat format, int usage, bool hwGamma)
  16. {
  17. // Basic filtering
  18. DXGI_FORMAT d3dPF = D3D11Mappings::getPF(D3D11Mappings::getClosestSupportedPF(format, hwGamma), hwGamma);
  19. return D3D11Mappings::getPF(d3dPF);
  20. }
  21. SPtr<TextureCore> D3D11TextureCoreManager::createTextureInternal(const TEXTURE_DESC& desc,
  22. const SPtr<PixelData>& initialData, GpuDeviceFlags deviceMask)
  23. {
  24. D3D11TextureCore* tex = new (bs_alloc<D3D11TextureCore>()) D3D11TextureCore(desc, initialData, deviceMask);
  25. SPtr<D3D11TextureCore> texPtr = bs_shared_ptr<D3D11TextureCore>(tex);
  26. texPtr->_setThisPtr(texPtr);
  27. return texPtr;
  28. }
  29. SPtr<RenderTextureCore> D3D11TextureCoreManager::createRenderTextureInternal(const RENDER_TEXTURE_DESC_CORE& desc,
  30. UINT32 deviceIdx)
  31. {
  32. SPtr<D3D11RenderTextureCore> texPtr = bs_shared_ptr_new<D3D11RenderTextureCore>(desc, deviceIdx);
  33. texPtr->_setThisPtr(texPtr);
  34. return texPtr;
  35. }
  36. }