Hash :
f4bf3811
Author :
Date :
2015-04-01T16:15:32
Use GetAs/GetImplAs whenever possible. This patch cleans up the rest of our custom casting helper functions. Change-Id: I41975c736765fca855c4498acca31116df3e8317 Reviewed-on: https://chromium-review.googlesource.com/263477 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org>
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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 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() { }
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_