52 lines
2.3 KiB
C#
52 lines
2.3 KiB
C#
using System;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA.RenderSystem;
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using ANX.RenderSystem.Windows.DX10.Helpers;
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using Dx10 = SharpDX.Direct3D10;
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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.DX10
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{
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public class RenderTarget2D_DX10 : Texture2D_DX10, 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 preferredFormat,
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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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throw new NotImplementedException("creating RenderTargets with mip map not yet implemented");
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this.surfaceFormat = surfaceFormat;
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GraphicsDeviceWindowsDX10 graphicsDX10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10;
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Dx10.Device device = graphicsDX10.NativeDevice;
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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 = FormatConverter.Translate(preferredFormat),
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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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nativeTexture = new Dx10.Texture2D(graphicsDX10.NativeDevice, description);
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nativeShaderResourceView = new Dx10.ShaderResourceView(graphicsDX10.NativeDevice, 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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formatSize = FormatConverter.FormatSize(surfaceFormat);
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}
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#endregion
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}
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}
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