Torque3D/Engine/source/gfx/D3D11/gfxD3D11Target.h
marauder2k7 3aef90a6bc Update GFXTextureManager and GBitmap
GBitmap Changes:
Added all other formats to gbitmap that we support
gbitmap now supports cubemaps
added converters for all these other formats
added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats

GFXTextureManager
Can now directly make cubemaps and texture arrays based on the GFXTextureProfile
API implementations for all functions that cubemaps and arrays needed
2025-12-22 10:29:01 +00:00

126 lines
4.2 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2015 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_GFXD3D11TARGET_H_
#define _GFX_D3D_GFXD3D11TARGET_H_
#include "gfx/D3D11/gfxD3D11Device.h"
#include "gfx/D3D11/gfxD3D11TextureObject.h"
#include "gfx/gfxTarget.h"
#include "math/mPoint3.h"
#include "math/mPoint2.h"
class GFXD3D11TextureTarget : public GFXTextureTarget
{
friend class GFXD3D11Device;
// Array of target surfaces, this is given to us by attachTexture
ID3D11Texture2D* mTargets[MaxRenderSlotId];
// Array of shader resource views
ID3D11ShaderResourceView* mTargetSRViews[MaxRenderSlotId];
//ID3D11DepthStencilView* mDepthTargetView;
ID3D11View* mTargetViews[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
GFXD3D11TextureObject* mResolveTargets[MaxRenderSlotId];
Point2I mTargetSize;
GFXFormat mTargetFormat;
U32 mTargetArrayIdx[MaxRenderSlotId];
public:
GFXD3D11TextureTarget(bool genMips);
~GFXD3D11TextureTarget();
// Public interface.
const Point2I getSize() override { return mTargetSize; }
GFXFormat getFormat() override { return mTargetFormat; }
void attachTexture(RenderSlot slot, GFXTextureObject* tex, U32 mipLevel = 0, U32 zOffset = 0, U32 faceIndex = 0) override;
void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0) override;
void resolve() override;
/// Note we always copy the Color0 RenderSlot.
void resolveTo( GFXTextureObject *tex ) override;
void activate() override;
void deactivate() override;
void zombify() override;
void resurrect() override;
};
class GFXD3D11WindowTarget : public GFXWindowTarget
{
friend class GFXD3D11Device;
/// Our backbuffer
ID3D11Texture2D* mBackBuffer;
ID3D11Texture2D* mDepthStencil;
ID3D11RenderTargetView* mBackBufferView;
ID3D11DepthStencilView* mDepthStencilView;
IDXGISwapChain* mSwapChain;
/// Maximum size we can render to.
Point2I mSize;
/// D3D presentation info.
DXGI_SWAP_CHAIN_DESC mPresentationParams;
/// Internal interface that notifies us we need to reset our video mode.
void resetMode() override;
/// Is this a secondary window
bool mSecondaryWindow;
public:
GFXD3D11WindowTarget();
~GFXD3D11WindowTarget();
const Point2I getSize() override;
GFXFormat getFormat() override;
bool present() override;
void initPresentationParams();
void createSwapChain();
void createBuffersAndViews();
void setBackBuffer();
void activate() override;
void zombify() override;
void resurrect() override;
void resolveTo( GFXTextureObject *tex ) override;
// These are all reference counted and must be released by whomever uses the get* function
IDXGISwapChain* getSwapChain();
ID3D11Texture2D* getBackBuffer();
ID3D11Texture2D* getDepthStencil();
ID3D11RenderTargetView* getBackBufferView();
ID3D11DepthStencilView* getDepthStencilView();
};
#endif