#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;
using SharpDX.Direct3D11;

#endregion // Using Statements

#region License

//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license. 
// If you do not accept the license, do not use the software.
//
// 1.Definitions
//   The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning 
//   here as under U.S. copyright law.
//   A "contribution" is the original software, or any additions or changes to the software.
//   A "contributor" is any person that distributes its contribution under this license.
//   "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
//   (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations 
//       in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to 
//       reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
//       or any derivative works that you create.
//   (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in 
//       section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
//       patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution 
//       in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
//   (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
//   (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your 
//       patent license from such contributor to the software ends automatically.
//   (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
//       notices that are present in the software.
//   (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
//       a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or 
//       object code form, you may only do so under a license that complies with this license.
//   (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
//       or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
//       extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a 
//       particular purpose and non-infringement.

#endregion // License

namespace ANX.RenderSystem.Windows.DX11
{
    public class RenderTarget2D_DX11 : Texture2D_DX11, INativeRenderTarget2D, INativeTexture2D
    {
        #region Private Members

        #endregion // Private Members

        public RenderTarget2D_DX11(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;

            GraphicsDeviceWindowsDX11 graphicsDX11 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX11;
            SharpDX.Direct3D11.DeviceContext device = graphicsDX11.NativeDevice;

            SharpDX.Direct3D11.Texture2DDescription description = new SharpDX.Direct3D11.Texture2DDescription()
            {
                Width = width,
                Height = height,
                MipLevels = 1,
                ArraySize = 1,
                Format = FormatConverter.Translate(preferredFormat),
                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,
            };
            this.nativeTexture = new SharpDX.Direct3D11.Texture2D(graphicsDX11.NativeDevice.Device, description);
            this.nativeShaderResourceView = new SharpDX.Direct3D11.ShaderResourceView(graphicsDX11.NativeDevice.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.FormatSize(surfaceFormat);
        }

    }
}