#region Using Statements using System; using ANX.Framework.Graphics; using ANX.Framework.NonXNA.RenderSystem; using Dx11 = SharpDX.Direct3D11; using SharpDX.DXGI; #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 { #if DEBUG static int depthStencilCount = 0; static int renderTargetCount = 0; #endif Dx11.Texture2D depthStencil; public Dx11.RenderTargetView RenderTargetView { get; protected set; } public Dx11.DepthStencilView DepthStencilView { get; protected set; } public RenderTarget2D_DX11(GraphicsDeviceDX graphics, Dx11.Texture2D texture, DepthFormat depthFormat) : base(graphics, texture) { Dx11.Device device = graphics.NativeDevice.Device; NativeTexture = texture; #if DEBUG NativeTexture.DebugName = "RenderTarget_" + renderTargetCount++; #endif RenderTargetView = new Dx11.RenderTargetView(device, NativeTexture); #if DEBUG RenderTargetView.DebugName = NativeTexture.DebugName + "_RenderTargetView"; #endif CreateDepthStencil(graphics, depthFormat, texture.Description.Width, texture.Description.Height); } #region Constructor public RenderTarget2D_DX11(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 Dx11.Texture2DDescription() { Width = width, Height = height, MipLevels = 1, ArraySize = 1, Format = DxFormatConverter.Translate(surfaceFormat), 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, }; Dx11.Device device = graphics.NativeDevice.Device; var texture = new Dx11.Texture2D(device, description); #if DEBUG texture.DebugName = "RenderTarget_" + renderTargetCount++; #endif this.Width = width; this.Height = height; NativeTexture = texture; RenderTargetView = new Dx11.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 Dx11.DepthStencilViewDescription() { Format = dxDepthFormat, }; var device = graphics.NativeDevice.Device; var depthStencilTextureDesc = new Dx11.Texture2DDescription() { Width = width, Height = height, MipLevels = 1, ArraySize = 1, Format = dxDepthFormat, SampleDescription = new SampleDescription(1, 0), Usage = Dx11.ResourceUsage.Default, BindFlags = Dx11.BindFlags.DepthStencil, CpuAccessFlags = Dx11.CpuAccessFlags.None, OptionFlags = Dx11.ResourceOptionFlags.None }; this.depthStencil = new Dx11.Texture2D(device, depthStencilTextureDesc); this.DepthStencilView = new Dx11.DepthStencilView(device, 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(); } } } }