104 lines
5.4 KiB
C#

#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.Direct3D10;
#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.Framework.Windows.DX10
{
public class RenderTarget2D_DX10 : Texture2D_DX10, INativeRenderTarget2D, INativeTexture2D
{
#region Private Members
#endregion // Private Members
public RenderTarget2D_DX10(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;
GraphicsDeviceWindowsDX10 graphicsDX10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10;
SharpDX.Direct3D10.Device device = graphicsDX10.NativeDevice;
SharpDX.Direct3D10.Texture2DDescription description = new SharpDX.Direct3D10.Texture2DDescription()
{
Width = width,
Height = height,
MipLevels = 1,
ArraySize = 1,
Format = FormatConverter.Translate(preferredFormat),
SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
Usage = SharpDX.Direct3D10.ResourceUsage.Default,
BindFlags = SharpDX.Direct3D10.BindFlags.ShaderResource | SharpDX.Direct3D10.BindFlags.RenderTarget,
CpuAccessFlags = SharpDX.Direct3D10.CpuAccessFlags.None,
OptionFlags = SharpDX.Direct3D10.ResourceOptionFlags.None,
};
this.nativeTexture = new SharpDX.Direct3D10.Texture2D(graphicsDX10.NativeDevice, description);
this.nativeShaderResourceView = new SharpDX.Direct3D10.ShaderResourceView(graphicsDX10.NativeDevice, 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);
}
}
}