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
	}
}