#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 namespace ANX.RenderSystem.Windows.DX11 { public class RenderTarget2D_DX11 : DxTexture2D, INativeRenderTarget2D, INativeTexture2D { public RenderTarget2D_DX11(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat surfaceFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage) : base(graphics, surfaceFormat) { if (mipMap) throw new NotImplementedException("creating RenderTargets with mip map not yet implemented"); var description = new SharpDX.Direct3D11.Texture2DDescription() { Width = width, Height = height, MipLevels = 1, ArraySize = 1, Format = DxFormatConverter.Translate(surfaceFormat), SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), Usage = SharpDX.Direct3D11.ResourceUsage.Default, BindFlags = SharpDX.Direct3D11.BindFlags.ShaderResource | SharpDX.Direct3D11.BindFlags.RenderTarget, CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.None, OptionFlags = SharpDX.Direct3D11.ResourceOptionFlags.None, }; SharpDX.Direct3D11.DeviceContext device = (GraphicsDevice.NativeDevice as GraphicsDeviceDX).NativeDevice; NativeTexture = new SharpDX.Direct3D11.Texture2D(device.Device, description); NativeShaderResourceView = new SharpDX.Direct3D11.ShaderResourceView(device.Device, NativeTexture); } } }