BsD3D11TextureManager.cpp 1.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748
  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. DXGI_FORMAT d3dPF = ct::D3D11Mappings::getPF(
  18. ct::D3D11Mappings::getClosestSupportedPF(format, ttype, usage), hwGamma);
  19. return ct::D3D11Mappings::getPF(d3dPF);
  20. }
  21. namespace ct
  22. {
  23. SPtr<Texture> D3D11TextureManager::createTextureInternal(const TEXTURE_DESC& desc,
  24. const SPtr<PixelData>& initialData, GpuDeviceFlags deviceMask)
  25. {
  26. D3D11Texture* tex = new (bs_alloc<D3D11Texture>()) D3D11Texture(desc, initialData, deviceMask);
  27. SPtr<D3D11Texture> texPtr = bs_shared_ptr<D3D11Texture>(tex);
  28. texPtr->_setThisPtr(texPtr);
  29. return texPtr;
  30. }
  31. SPtr<RenderTexture> D3D11TextureManager::createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc,
  32. UINT32 deviceIdx)
  33. {
  34. SPtr<D3D11RenderTexture> texPtr = bs_shared_ptr_new<D3D11RenderTexture>(desc, deviceIdx);
  35. texPtr->_setThisPtr(texPtr);
  36. return texPtr;
  37. }
  38. }
  39. }