Glatzemann d98c0890f9 - fixed some issues in build system
- 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.
2015-03-15 01:10:50 +01:00

43 lines
1.7 KiB
C#

#region Using Statements
using System;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;
#endregion
// 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.DX11
{
public class RenderTarget2D_DX11 : DxTexture2D, INativeRenderTarget2D, INativeTexture2D
{
public RenderTarget2D_DX11(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 SharpDX.Direct3D11.Texture2DDescription()
{
Width = width,
Height = height,
MipLevels = 1,
ArraySize = 1,
Format = DxFormatConverter.Translate(surfaceFormat),
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,
};
SharpDX.Direct3D11.DeviceContext device = (GraphicsDevice.NativeDevice as GraphicsDeviceDX).NativeDevice;
NativeTexture = new SharpDX.Direct3D11.Texture2D(device.Device, description);
NativeShaderResourceView = new SharpDX.Direct3D11.ShaderResourceView(device.Device, NativeTexture);
}
}
}