BsD3D11TextureManager.h 1.5 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 "BsTextureManager.h"
  6. namespace BansheeEngine
  7. {
  8. /** @addtogroup D3D11
  9. * @{
  10. */
  11. /** Handles creation of DirectX 11 textures. */
  12. class BS_D3D11_EXPORT 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. /** Handles creation of DirectX 11 textures. */
  22. class BS_D3D11_EXPORT D3D11TextureCoreManager : public TextureCoreManager
  23. {
  24. protected:
  25. /** @copydoc TextureCoreManager::createTextureInternal */
  26. SPtr<TextureCore> createTextureInternal(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
  27. int numMips, PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false,
  28. UINT32 multisampleCount = 0, UINT32 numArraySlices = 1, const SPtr<PixelData>& initialData = nullptr) override;
  29. /** @copydoc TextureCoreManager::createRenderTextureInternal */
  30. SPtr<RenderTextureCore> createRenderTextureInternal(const RENDER_TEXTURE_DESC_CORE& desc) override;
  31. };
  32. /** @} */
  33. }