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https://github.com/TorqueGameEngines/Torque3D.git
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The GFX (DirectX) pipeline did not respect the choice of adapter and always went for the default one. Normally this isn't an issue unless you wish to target a particular adapter and display device combination. This has been corrected. The GFX initialize functions now attempt to find the best adapter that matches a given display device (i.e. monitor) if one has been passed in. To aid with choosing a display device some new monitor enumeration methods have been added to the platform window manager. These methods have been exposed to the Canvas.
75 lines
3.1 KiB
C++
75 lines
3.1 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 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 _GFXD3DTEXTUREMANAGER_H_
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#define _GFXD3DTEXTUREMANAGER_H_
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#include "gfx/D3D9/gfxD3D9TextureObject.h"
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#include "core/util/safeRelease.h"
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// #define D3D_TEXTURE_SPEW
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//*****************************************************************************
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// GFX D3D Texture Manager
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//*****************************************************************************
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class GFXD3D9TextureManager : public GFXTextureManager
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{
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friend class GFXD3D9TextureObject;
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U32 mAdapterIndex;
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public:
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GFXD3D9TextureManager( LPDIRECT3DDEVICE9 d3ddevice, U32 adapterIndex );
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virtual ~GFXD3D9TextureManager();
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protected:
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// GFXTextureManager
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GFXTextureObject *_createTextureObject( U32 height,
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U32 width,
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U32 depth,
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GFXFormat format,
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GFXTextureProfile *profile,
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U32 numMipLevels,
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bool forceMips = false,
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S32 antialiasLevel = 0,
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GFXTextureObject *inTex = NULL );
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bool _loadTexture(GFXTextureObject *texture, DDSFile *dds);
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bool _loadTexture(GFXTextureObject *texture, GBitmap *bmp);
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bool _loadTexture(GFXTextureObject *texture, void *raw);
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bool _refreshTexture(GFXTextureObject *texture);
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bool _freeTexture(GFXTextureObject *texture, bool zombify = false);
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private:
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U32 mCurTexSet[TEXTURE_STAGE_COUNT];
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LPDIRECT3DDEVICE9 mD3DDevice;
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D3DCAPS9 mDeviceCaps;
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void _innerCreateTexture(GFXD3D9TextureObject *obj, U32 height, U32 width,
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U32 depth, GFXFormat format, GFXTextureProfile *profile, U32 numMipLevels,
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bool forceMips = false, S32 antialiasLevel = 0);
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};
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#endif
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