Hash :
1654faf4
Author :
Date :
2013-05-30T00:10:48
Added an abstract invalidate method to rx::RenderTarget. TRAC #23133 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2334 736b8ea6-26fd-11df-bfd4-992fa37f6226
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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 Renderer;
class Renderer11;
class RenderTarget11 : public RenderTarget
{
public:
RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth);
RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth);
RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height, GLenum internalFormat, GLsizei samples, bool depth);
virtual ~RenderTarget11();
static RenderTarget11 *makeRenderTarget11(RenderTarget *renderTarget);
virtual void invalidate(GLint x, GLint y, GLsizei width, GLsizei height);
// Adds reference, caller must call Release
ID3D11Resource *getTexture() const;
// Adds reference, caller must call Release
ID3D11RenderTargetView *getRenderTargetView() const;
// Adds reference, caller must call Release
ID3D11DepthStencilView *getDepthStencilView() const;
// Adds reference, caller must call Release
ID3D11ShaderResourceView *getShaderResourceView() const;
unsigned int getSubresourceIndex() const;
private:
DISALLOW_COPY_AND_ASSIGN(RenderTarget11);
unsigned int mSubresourceIndex;
ID3D11Resource *mTexture;
ID3D11RenderTargetView *mRenderTarget;
ID3D11DepthStencilView *mDepthStencil;
ID3D11ShaderResourceView *mShaderResource;
Renderer11 *mRenderer;
};
}
#endif LIBGLESV2_RENDERER_RENDERTARGET11_H_