//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GFX_D3D_GFXD3D9TARGET_H_ #define _GFX_D3D_GFXD3D9TARGET_H_ #ifndef _GFXTARGET_H_ #include "gfx/gfxTarget.h" #endif #ifndef _MPOINT3_H_ #include "math/mPoint3.h" #endif #ifndef _MPOINT2_H_ #include "math/mPoint2.h" #endif #include struct IDirect3DSurface9; struct IDirect3DSwapChain9; class GFXD3D9TextureObject; class GFXPCD3D9TextureTarget : public GFXTextureTarget { friend class GFXPCD3D9Device; // Array of target surfaces, this is given to us by attachTexture IDirect3DSurface9 * mTargets[MaxRenderSlotId]; // Array of texture objects which correspond to the target surfaces above, // needed for copy from RenderTarget to texture situations. Current only valid in those situations GFXD3D9TextureObject* mResolveTargets[MaxRenderSlotId]; /// Owning d3d device. GFXD3D9Device *mDevice; Point2I mTargetSize; GFXFormat mTargetFormat; public: GFXPCD3D9TextureTarget(); ~GFXPCD3D9TextureTarget(); // Public interface. virtual const Point2I getSize() { return mTargetSize; } virtual GFXFormat getFormat() { return mTargetFormat; } virtual void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0); virtual void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0); virtual void resolve(); /// Note we always copy the Color0 RenderSlot. virtual void resolveTo( GFXTextureObject *tex ); virtual void activate(); virtual void deactivate(); void zombify(); void resurrect(); }; class GFXPCD3D9WindowTarget : public GFXWindowTarget { friend class GFXPCD3D9Device; /// Our depth stencil buffer, if any. IDirect3DSurface9 *mDepthStencil; /// Our backbuffer IDirect3DSurface9 *mBackbuffer; /// Maximum size we can render to. Point2I mSize; /// Our swap chain, potentially the implicit device swap chain. IDirect3DSwapChain9 *mSwapChain; /// D3D presentation info. D3DPRESENT_PARAMETERS mPresentationParams; /// Owning d3d device. GFXD3D9Device *mDevice; /// Is this the implicit swap chain? bool mImplicit; /// Internal interface that notifies us we need to reset our video mode. void resetMode(); public: GFXPCD3D9WindowTarget(); ~GFXPCD3D9WindowTarget(); virtual const Point2I getSize(); virtual GFXFormat getFormat(); virtual bool present(); void initPresentationParams(); void setImplicitSwapChain(); void createAdditionalSwapChain(); virtual void activate(); void zombify(); void resurrect(); virtual void resolveTo( GFXTextureObject *tex ); }; #endif // _GFX_D3D_GFXD3D9TARGET_H_