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//
// 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 LIBGLESV2_RENDERER_RENDERTARGET11_H_
#define LIBGLESV2_RENDERER_RENDERTARGET11_H_
#include "libGLESv2/renderer/RenderTarget.h"
namespace rx
{
class SwapChain11;
class RenderTarget11 : public RenderTarget
{
public:
RenderTarget11() { }
virtual ~RenderTarget11() { }
static RenderTarget11 *makeRenderTarget11(RenderTarget *renderTarget);
void invalidate(GLint x, GLint y, GLsizei width, GLsizei height) override;
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;
private:
DISALLOW_COPY_AND_ASSIGN(RenderTarget11);
};
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;
GLenum getActualFormat() 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;
private:
DISALLOW_COPY_AND_ASSIGN(TextureRenderTarget11);
GLsizei mWidth;
GLsizei mHeight;
GLsizei mDepth;
GLenum mInternalFormat;
GLenum mActualFormat;
GLsizei mSamples;
unsigned int mSubresourceIndex;
ID3D11Resource *mTexture;
ID3D11RenderTargetView *mRenderTarget;
ID3D11DepthStencilView *mDepthStencil;
ID3D11ShaderResourceView *mShaderResource;
};
class SurfaceRenderTarget11 : public RenderTarget11
{
public:
SurfaceRenderTarget11(SwapChain11 *swapChain, bool depth);
virtual ~SurfaceRenderTarget11();
GLsizei getWidth() const override;
GLsizei getHeight() const override;
GLsizei getDepth() const override;
GLenum getInternalFormat() const override;
GLenum getActualFormat() 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;
private:
DISALLOW_COPY_AND_ASSIGN(SurfaceRenderTarget11);
SwapChain11 *mSwapChain;
bool mDepth;
};
}
#endif // LIBGLESV2_RENDERER_RENDERTARGET11_H_
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