145 lines
5.1 KiB
C#
Raw Normal View History

#region Using Statements
using System;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;
#endregion
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
using Dx10 = SharpDX.Direct3D10;
using SharpDX.DXGI;
namespace ANX.RenderSystem.Windows.DX10
{
public class RenderTarget2D_DX10 : DxTexture2D, INativeRenderTarget2D, INativeTexture2D
{
#if DEBUG
static int depthStencilCount = 0;
static int renderTargetCount = 0;
#endif
Dx10.Texture2D depthStencil;
public Dx10.RenderTargetView RenderTargetView
{
get;
protected set;
}
public Dx10.DepthStencilView DepthStencilView
{
get;
protected set;
}
public RenderTarget2D_DX10(GraphicsDeviceDX graphics, Dx10.Texture2D texture, DepthFormat depthFormat)
: base(graphics, texture)
{
Dx10.Device device = graphics.NativeDevice;
NativeTexture = texture;
#if DEBUG
NativeTexture.DebugName = "RenderTarget_" + renderTargetCount++;
#endif
RenderTargetView = new Dx10.RenderTargetView(device, NativeTexture);
#if DEBUG
RenderTargetView.DebugName = NativeTexture.DebugName + "_RenderTargetView";
#endif
CreateDepthStencil(graphics, depthFormat, texture.Description.Width, texture.Description.Height);
}
#region Constructor
public RenderTarget2D_DX10(GraphicsDeviceDX graphics, int width, int height, bool mipMap, SurfaceFormat surfaceFormat,
DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
: base(graphics)
{
if (mipMap)
throw new NotImplementedException("creating RenderTargets with mip map not yet implemented");
var description = new Dx10.Texture2DDescription()
{
Width = width,
Height = height,
MipLevels = 1,
ArraySize = 1,
Format = DxFormatConverter.Translate(surfaceFormat),
SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
Usage = Dx10.ResourceUsage.Default,
BindFlags = Dx10.BindFlags.ShaderResource | Dx10.BindFlags.RenderTarget,
CpuAccessFlags = Dx10.CpuAccessFlags.None,
OptionFlags = Dx10.ResourceOptionFlags.None,
};
Dx10.Device device = graphics.NativeDevice;
var texture = new Dx10.Texture2D(device, description);
#if DEBUG
texture.DebugName = "RenderTarget_" + renderTargetCount++;
#endif
this.Width = width;
this.Height = height;
NativeTexture = texture;
RenderTargetView = new Dx10.RenderTargetView(device, NativeTexture);
#if DEBUG
RenderTargetView.DebugName = NativeTexture.DebugName + "_RenderTargetView";
#endif
CreateDepthStencil(graphics, preferredDepthFormat, width, height);
}
#endregion
private void CreateDepthStencil(GraphicsDeviceDX graphics, DepthFormat depthFormat, int width, int height)
{
//TODO: As we can only ever have 1 active DepthStencil and it's currently not possible to access it from the outside,
//we could share the depth stencils as long as they have the correct size and format.
if (depthFormat == DepthFormat.None)
return;
var dxDepthFormat = DxFormatConverter.Translate(depthFormat);
var depthStencilViewDesc = new Dx10.DepthStencilViewDescription()
{
Format = dxDepthFormat,
};
var depthStencilTextureDesc = new Dx10.Texture2DDescription()
{
Width = width,
Height = height,
MipLevels = 1,
ArraySize = 1,
Format = dxDepthFormat,
SampleDescription = new SampleDescription(1, 0),
Usage = Dx10.ResourceUsage.Default,
BindFlags = Dx10.BindFlags.DepthStencil,
CpuAccessFlags = Dx10.CpuAccessFlags.None,
OptionFlags = Dx10.ResourceOptionFlags.None
};
this.depthStencil = new Dx10.Texture2D(graphics.NativeDevice, depthStencilTextureDesc);
this.DepthStencilView = new Dx10.DepthStencilView(graphics.NativeDevice, this.depthStencil);
#if DEBUG
this.depthStencil.DebugName = "DepthStencil_" + depthStencilCount++;
this.DepthStencilView.DebugName = this.depthStencil.DebugName + "_View";
#endif
}
protected override void Dispose(bool managed)
{
base.Dispose(managed);
if (RenderTargetView != null)
{
RenderTargetView.Dispose();
}
if (DepthStencilView != null)
{
DepthStencilView.Dispose();
}
}
}
}