BsD3D11TextureManager.cpp 2.1 KB

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