using System; using ANX.Framework.Graphics; using ANX.Framework.NonXNA.RenderSystem; using Dx11 = SharpDX.Direct3D11; // 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 namespace ANX.RenderSystem.Windows.Metro { public class RenderTarget2D_Metro : Texture2D_Metro, INativeRenderTarget2D, INativeTexture2D { #region Constructor public RenderTarget2D_Metro(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage) : base(graphics) { if (mipMap) { throw new NotImplementedException("creating RenderTargets with mip map not yet implemented"); } this.surfaceFormat = surfaceFormat; var graphicsMetro = graphicsDevice.NativeDevice as GraphicsDeviceWindowsMetro; var device = graphicsMetro.NativeDevice.NativeDevice; var description = new Dx11.Texture2DDescription() { Width = width, Height = height, MipLevels = 1, ArraySize = 1, Format = FormatConverter.Translate(preferredFormat), SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), Usage = Dx11.ResourceUsage.Default, BindFlags = Dx11.BindFlags.ShaderResource | Dx11.BindFlags.RenderTarget, CpuAccessFlags = Dx11.CpuAccessFlags.None, OptionFlags = Dx11.ResourceOptionFlags.None, }; this.NativeTexture = new Dx11.Texture2D(device, description); this.NativeShaderResourceView = new Dx11.ShaderResourceView(device, this.NativeTexture); // description of texture formats of DX10: http://msdn.microsoft.com/en-us/library/bb694531(v=VS.85).aspx // more helpfull information on DX10 textures: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205131(v=vs.85).aspx this.formatSize = FormatConverter.GetSurfaceFormatSize(surfaceFormat); } #endregion } }