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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsD3D11TextureManager.h"
- #include "BsD3D11Texture.h"
- #include "BsD3D11RenderTexture.h"
- #include "BsD3D11Mappings.h"
- #include "BsD3D11RenderAPI.h"
- namespace bs
- {
- SPtr<RenderTexture> D3D11TextureManager::createRenderTextureImpl(const RENDER_TEXTURE_DESC& desc)
- {
- D3D11RenderTexture* tex = new (bs_alloc<D3D11RenderTexture>()) D3D11RenderTexture(desc);
- return bs_core_ptr<D3D11RenderTexture>(tex);
- }
- PixelFormat D3D11TextureManager::getNativeFormat(TextureType ttype, PixelFormat format, int usage, bool hwGamma)
- {
- DXGI_FORMAT d3dPF = ct::D3D11Mappings::getPF(
- ct::D3D11Mappings::getClosestSupportedPF(format, ttype, usage), hwGamma);
- return ct::D3D11Mappings::getPF(d3dPF);
- }
- namespace ct
- {
- SPtr<Texture> D3D11TextureManager::createTextureInternal(const TEXTURE_DESC& desc,
- const SPtr<PixelData>& initialData, GpuDeviceFlags deviceMask)
- {
- D3D11Texture* tex = new (bs_alloc<D3D11Texture>()) D3D11Texture(desc, initialData, deviceMask);
- SPtr<D3D11Texture> texPtr = bs_shared_ptr<D3D11Texture>(tex);
- texPtr->_setThisPtr(texPtr);
- return texPtr;
- }
- SPtr<RenderTexture> D3D11TextureManager::createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc,
- UINT32 deviceIdx)
- {
- SPtr<D3D11RenderTexture> texPtr = bs_shared_ptr_new<D3D11RenderTexture>(desc, deviceIdx);
- texPtr->_setThisPtr(texPtr);
- return texPtr;
- }
- }
- }
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