44 lines
1.8 KiB
C#

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
}
}