using System; using ANX.BaseDirectX; using ANX.Framework.Graphics; using ANX.Framework.NonXNA.RenderSystem; using Dx10 = SharpDX.Direct3D10; // 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.DX10 { public class RenderTarget2D_DX10 : Texture2D_DX10, INativeRenderTarget2D, INativeTexture2D { #region Constructor public RenderTarget2D_DX10(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 Dx10.Texture2DDescription() { Width = width, Height = height, MipLevels = 1, ArraySize = 1, Format = BaseFormatConverter.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 = (GraphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10).NativeDevice; NativeTexture = new Dx10.Texture2D(device, description); NativeShaderResourceView = new Dx10.ShaderResourceView(device, NativeTexture); } #endregion } }