Torque3D/Engine/source/gfx/D3D11/gfxD3D11Target.h

108 lines
3.5 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;
public:
GFXD3D11TextureTarget(bool genMips);
~GFXD3D11TextureTarget();
// 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 GFXD3D11WindowTarget : public GFXWindowTarget
{
friend class GFXD3D11Device;
/// Our backbuffer
ID3D11Texture2D *mBackbuffer;
/// 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();
public:
GFXD3D11WindowTarget();
~GFXD3D11WindowTarget();
virtual const Point2I getSize();
virtual GFXFormat getFormat();
virtual bool present();
void initPresentationParams();
void setImplicitSwapChain();
virtual void activate();
void zombify();
void resurrect();
virtual void resolveTo( GFXTextureObject *tex );
};
#endif