Torque3D/Engine/source/gfx/D3D9/gfxD3D9TextureManager.h
DavidWyand-GG 0d77cdc270 GFX now handles non-default adapters
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.
2013-04-09 12:50:17 -04:00

75 lines
3.1 KiB
C++

//-----------------------------------------------------------------------------
// 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 _GFXD3DTEXTUREMANAGER_H_
#define _GFXD3DTEXTUREMANAGER_H_
#include "gfx/D3D9/gfxD3D9TextureObject.h"
#include "core/util/safeRelease.h"
// #define D3D_TEXTURE_SPEW
//*****************************************************************************
// GFX D3D Texture Manager
//*****************************************************************************
class GFXD3D9TextureManager : public GFXTextureManager
{
friend class GFXD3D9TextureObject;
U32 mAdapterIndex;
public:
GFXD3D9TextureManager( LPDIRECT3DDEVICE9 d3ddevice, U32 adapterIndex );
virtual ~GFXD3D9TextureManager();
protected:
// GFXTextureManager
GFXTextureObject *_createTextureObject( U32 height,
U32 width,
U32 depth,
GFXFormat format,
GFXTextureProfile *profile,
U32 numMipLevels,
bool forceMips = false,
S32 antialiasLevel = 0,
GFXTextureObject *inTex = NULL );
bool _loadTexture(GFXTextureObject *texture, DDSFile *dds);
bool _loadTexture(GFXTextureObject *texture, GBitmap *bmp);
bool _loadTexture(GFXTextureObject *texture, void *raw);
bool _refreshTexture(GFXTextureObject *texture);
bool _freeTexture(GFXTextureObject *texture, bool zombify = false);
private:
U32 mCurTexSet[TEXTURE_STAGE_COUNT];
LPDIRECT3DDEVICE9 mD3DDevice;
D3DCAPS9 mDeviceCaps;
void _innerCreateTexture(GFXD3D9TextureObject *obj, U32 height, U32 width,
U32 depth, GFXFormat format, GFXTextureProfile *profile, U32 numMipLevels,
bool forceMips = false, S32 antialiasLevel = 0);
};
#endif