Torque3D/Engine/source/gfx/D3D11/gfxD3D11TextureObject.h

91 lines
3.2 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 _GFXD3D11TEXTUREOBJECT_H_
#define _GFXD3D11TEXTUREOBJECT_H_
#include "gfx/D3D11/gfxD3D11Device.h"
#include "gfx/gfxTextureHandle.h"
#include "gfx/gfxTextureManager.h"
class GFXD3D11TextureObject : public GFXTextureObject
{
protected:
static U32 mTexCount;
GFXTexHandle mStagingTex;
DXGI_MAPPED_RECT mLockRect;
D3D11_BOX mLockBox;
bool mLocked;
U32 mLockedSubresource;
ID3D11Resource *mD3DTexture;
// used for z buffers...
ID3D11Texture2D *mD3DSurface;
ID3D11ShaderResourceView* mSRView; // for shader resource input
ID3D11RenderTargetView* mRTView; // for render targets
ID3D11DepthStencilView* mDSView; //render target view for depth stencil
public:
GFXD3D11TextureObject( GFXDevice * d, GFXTextureProfile *profile);
~GFXD3D11TextureObject();
ID3D11Resource* getResource(){ return mD3DTexture; }
ID3D11Texture2D* get2DTex(){ return (ID3D11Texture2D*) mD3DTexture; }
ID3D11Texture2D** get2DTexPtr(){ return (ID3D11Texture2D**) &mD3DTexture; }
ID3D11Texture3D* get3DTex(){ return (ID3D11Texture3D*) mD3DTexture; }
ID3D11Texture3D** get3DTexPtr(){ return (ID3D11Texture3D**) &mD3DTexture; }
ID3D11ShaderResourceView* getSRView();
ID3D11RenderTargetView* getRTView();
ID3D11DepthStencilView* getDSView();
ID3D11ShaderResourceView** getSRViewPtr();
ID3D11RenderTargetView** getRTViewPtr();
ID3D11DepthStencilView** getDSViewPtr();
void release();
bool isManaged; //setting to true tells this texture not to be released from being zombify
virtual GFXLockedRect * lock(U32 mipLevel = 0, RectI *inRect = NULL);
virtual void unlock(U32 mipLevel = 0 );
virtual bool copyToBmp(GBitmap* bmp);
ID3D11Texture2D* getSurface() {return mD3DSurface;}
ID3D11Texture2D** getSurfacePtr() {return &mD3DSurface;}
// GFXResource
void zombify();
void resurrect();
#ifdef TORQUE_DEBUG
virtual void pureVirtualCrash() {};
#endif
};
#endif