// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // RenderTarget11.h: Defines a DX11-specific wrapper for ID3D11View pointers // retained by Renderbuffers. #ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_ #define LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_ #include "libANGLE/renderer/d3d/RenderTargetD3D.h" namespace rx { class SwapChain11; class Renderer11; class RenderTarget11 : public RenderTargetD3D { public: RenderTarget11() { } virtual ~RenderTarget11() { } static RenderTarget11 *makeRenderTarget11(RenderTargetD3D *renderTarget); virtual ID3D11Resource *getTexture() const = 0; virtual ID3D11RenderTargetView *getRenderTargetView() const = 0; virtual ID3D11DepthStencilView *getDepthStencilView() const = 0; virtual ID3D11ShaderResourceView *getShaderResourceView() const = 0; virtual unsigned int getSubresourceIndex() const = 0; virtual DXGI_FORMAT getDXGIFormat() const = 0; private: D3D_FEATURE_LEVEL mFeatureLevel; }; class TextureRenderTarget11 : public RenderTarget11 { public: // TextureRenderTarget11 takes ownership of any D3D11 resources it is given and will AddRef them TextureRenderTarget11(ID3D11RenderTargetView *rtv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples); TextureRenderTarget11(ID3D11DepthStencilView *dsv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples); virtual ~TextureRenderTarget11(); GLsizei getWidth() const override; GLsizei getHeight() const override; GLsizei getDepth() const override; GLenum getInternalFormat() const override; GLsizei getSamples() const override; ID3D11Resource *getTexture() const override; ID3D11RenderTargetView *getRenderTargetView() const override; ID3D11DepthStencilView *getDepthStencilView() const override; ID3D11ShaderResourceView *getShaderResourceView() const override; unsigned int getSubresourceIndex() const override; DXGI_FORMAT getDXGIFormat() const override; private: GLsizei mWidth; GLsizei mHeight; GLsizei mDepth; GLenum mInternalFormat; DXGI_FORMAT mDXGIFormat; GLsizei mSamples; unsigned int mSubresourceIndex; ID3D11Resource *mTexture; ID3D11RenderTargetView *mRenderTarget; ID3D11DepthStencilView *mDepthStencil; ID3D11ShaderResourceView *mShaderResource; }; class SurfaceRenderTarget11 : public RenderTarget11 { public: SurfaceRenderTarget11(SwapChain11 *swapChain, Renderer11 *renderer, bool depth); virtual ~SurfaceRenderTarget11(); GLsizei getWidth() const override; GLsizei getHeight() const override; GLsizei getDepth() const override; GLenum getInternalFormat() const override; GLsizei getSamples() const override; ID3D11Resource *getTexture() const override; ID3D11RenderTargetView *getRenderTargetView() const override; ID3D11DepthStencilView *getDepthStencilView() const override; ID3D11ShaderResourceView *getShaderResourceView() const override; unsigned int getSubresourceIndex() const override; DXGI_FORMAT getDXGIFormat() const override; private: SwapChain11 *mSwapChain; Renderer11 *mRenderer; bool mDepth; }; } #endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_