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Direct3D11 GFX device.
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Engine/source/gfx/D3D11/gfxD3D11Target.h
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Engine/source/gfx/D3D11/gfxD3D11Target.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2015 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFX_D3D_GFXD3D11TARGET_H_
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#define _GFX_D3D_GFXD3D11TARGET_H_
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#include "gfx/D3D11/gfxD3D11Device.h"
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#include "gfx/D3D11/gfxD3D11TextureObject.h"
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#include "gfx/gfxTarget.h"
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#include "math/mPoint3.h"
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#include "math/mPoint2.h"
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class GFXD3D11TextureTarget : public GFXTextureTarget
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{
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friend class GFXD3D11Device;
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// Array of target surfaces, this is given to us by attachTexture
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ID3D11Texture2D* mTargets[MaxRenderSlotId];
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// Array of shader resource views
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ID3D11ShaderResourceView* mTargetSRViews[MaxRenderSlotId];
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//ID3D11DepthStencilView* mDepthTargetView;
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ID3D11View* mTargetViews[MaxRenderSlotId];
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// Array of texture objects which correspond to the target surfaces above,
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// needed for copy from RenderTarget to texture situations. Current only valid in those situations
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GFXD3D11TextureObject* mResolveTargets[MaxRenderSlotId];
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Point2I mTargetSize;
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GFXFormat mTargetFormat;
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public:
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GFXD3D11TextureTarget();
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~GFXD3D11TextureTarget();
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// Public interface.
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virtual const Point2I getSize() { return mTargetSize; }
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virtual GFXFormat getFormat() { return mTargetFormat; }
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virtual void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0);
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virtual void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0);
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virtual void resolve();
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/// Note we always copy the Color0 RenderSlot.
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virtual void resolveTo( GFXTextureObject *tex );
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virtual void activate();
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virtual void deactivate();
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void zombify();
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void resurrect();
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};
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class GFXD3D11WindowTarget : public GFXWindowTarget
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{
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friend class GFXD3D11Device;
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/// Our backbuffer
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ID3D11Texture2D *mBackbuffer;
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/// Maximum size we can render to.
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Point2I mSize;
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/// D3D presentation info.
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DXGI_SWAP_CHAIN_DESC mPresentationParams;
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/// Internal interface that notifies us we need to reset our video mode.
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void resetMode();
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public:
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GFXD3D11WindowTarget();
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~GFXD3D11WindowTarget();
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virtual const Point2I getSize();
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virtual GFXFormat getFormat();
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virtual bool present();
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void initPresentationParams();
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void setImplicitSwapChain();
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virtual void activate();
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void zombify();
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void resurrect();
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virtual void resolveTo( GFXTextureObject *tex );
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};
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#endif
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