- removed ANX.BaseDirectX and replaced it using shared source files - renamed ANX.Framework.Windows.DX10 to ANX.RenderSystem.Windows.DX10 - some refactoring in ANX.RenderSystem.Windows.DX10 - some refactoring in ANX.RenderSystem.Windows.DX11 - fixed some minor issues in DX10 stock shader generation - fixed sample projects There's still an issue with the AddIn-System: The WindowsGame sample does not work currently.
47 lines
1.8 KiB
C#
47 lines
1.8 KiB
C#
#region Using Statements
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using System;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA.RenderSystem;
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#endregion
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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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using Dx10 = SharpDX.Direct3D10;
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namespace ANX.RenderSystem.Windows.DX10
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{
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public class RenderTarget2D_DX10 : DxTexture2D, INativeRenderTarget2D, INativeTexture2D
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{
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#region Constructor
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public RenderTarget2D_DX10(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat surfaceFormat,
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DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
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: base(graphics, surfaceFormat)
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{
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if (mipMap)
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throw new NotImplementedException("creating RenderTargets with mip map not yet implemented");
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var description = new Dx10.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 = DxFormatConverter.Translate(surfaceFormat),
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SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
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Usage = Dx10.ResourceUsage.Default,
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BindFlags = Dx10.BindFlags.ShaderResource | Dx10.BindFlags.RenderTarget,
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CpuAccessFlags = Dx10.CpuAccessFlags.None,
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OptionFlags = Dx10.ResourceOptionFlags.None,
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};
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Dx10.Device device = (GraphicsDevice.NativeDevice as GraphicsDeviceDX).NativeDevice;
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NativeTexture = new Dx10.Texture2D(device, description);
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NativeShaderResourceView = new Dx10.ShaderResourceView(device, NativeTexture);
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}
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#endregion
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}
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}
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