- Started Windows, Metro and Linux Platform-Plugins - Moved the RecordingSample to the Samples folder - Started two samples for using the graphics device in a WinForms and Wpf Editor - Refactorings in the AddIn-System - Moved the Window initialization-code to the Platform modules - Changed the License text in all code files which is now way smaller - Started ProjectConverter tool which converts all the projects and solution to the target configuration - Changed the SupportedPlatform names in the Resource files - Changed the WIN8 define to WINDOWSMETRO which is actually meant - Removed NLog and started our own Logger class - Many more stuff...
61 lines
2.7 KiB
C#
61 lines
2.7 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA.RenderSystem;
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using SharpDX.Direct3D11;
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#endregion // Using Statements
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.RenderSystem.Windows.DX11
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{
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public class RenderTarget2D_DX11 : Texture2D_DX11, INativeRenderTarget2D, INativeTexture2D
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{
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#region Private Members
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#endregion // Private Members
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public RenderTarget2D_DX11(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
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: base(graphics)
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{
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if (mipMap)
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{
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throw new NotImplementedException("creating RenderTargets with mip map not yet implemented");
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}
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this.surfaceFormat = surfaceFormat;
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GraphicsDeviceWindowsDX11 graphicsDX11 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX11;
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SharpDX.Direct3D11.DeviceContext device = graphicsDX11.NativeDevice;
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SharpDX.Direct3D11.Texture2DDescription description = new SharpDX.Direct3D11.Texture2DDescription()
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{
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Width = width,
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Height = height,
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MipLevels = 1,
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ArraySize = 1,
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Format = FormatConverter.Translate(preferredFormat),
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SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
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Usage = SharpDX.Direct3D11.ResourceUsage.Default,
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BindFlags = SharpDX.Direct3D11.BindFlags.ShaderResource | SharpDX.Direct3D11.BindFlags.RenderTarget,
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CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.None,
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OptionFlags = SharpDX.Direct3D11.ResourceOptionFlags.None,
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};
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this.nativeTexture = new SharpDX.Direct3D11.Texture2D(graphicsDX11.NativeDevice.Device, description);
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this.nativeShaderResourceView = new SharpDX.Direct3D11.ShaderResourceView(graphicsDX11.NativeDevice.Device, this.nativeTexture);
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// description of texture formats of DX10: http://msdn.microsoft.com/en-us/library/bb694531(v=VS.85).aspx
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// more helpfull information on DX10 textures: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205131(v=vs.85).aspx
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this.formatSize = FormatConverter.FormatSize(surfaceFormat);
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}
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}
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}
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