28 #ifndef __D3D8TEXTURE_H__
29 #define __D3D8TEXTURE_H__
ID3D11Texture3D * GetTex3D()
RenderTexture implementation for D3D11.
virtual void getCustomAttribute(const String &name, void *pData)
Gets a custom (maybe platform-specific) attribute.
void loadImage(const Image &img)
overriden from Texture
D3D11Device & mDevice
D3DDevice pointer.
void _create2DTex()
internal method, create a blank normal 2D texture
void rebind(D3D11HardwarePixelBuffer *buffer)
bool releaseIfDefaultPool(void)
For dealing with lost devices - release the resource if in the default pool (and return true) ...
D3D11TexturePtr(D3D11Texture *rep)
bool mDynamicTextures
The memory pool being used.
This class represents a RenderTarget that renders to a Texture.
#define OGRE_MUTEX_CONDITIONAL(name)
D3D11TexturePtr & operator=(const ResourcePtr &r)
Operator used to convert a ResourcePtr to a D3D11TexturePtr.
ID3D11RenderTargetView * mRenderTargetView
Interface describing a manual resource loader.
void _create1DTex()
internal method, create a blank normal 1D Dtexture
String _getCubeFaceName(unsigned char face) const
internal method, the cube map face name for the spec. face index
ID3D11ShaderResourceView * getTexture()
retrieves a pointer to the actual texture
String mCubeFaceNames[6]
cube texture individual face names
void _create3DTex()
internal method, create a blank cube texture
void freeInternalResourcesImpl(void)
free internal resources
Specialisation of SharedPtr to allow SharedPtr to be assigned to D3D11TexturePtr. ...
D3D11TexturePtr & operator=(const TexturePtr &r)
Operator used to convert a TexturePtr to a D3D11TexturePtr.
D3D11RenderTexture(const String &name, D3D11HardwarePixelBuffer *buffer, D3D11Device &device)
DXGI_FORMAT mBBPixelFormat
device creation parameters
vector< HardwarePixelBufferSharedPtr >::type SurfaceList
Vector of pointers to subsurfaces.
PixelFormat
The pixel format used for images, textures, and render surfaces.
ID3D11DepthStencilView * mDepthStencilView
void _loadTex()
internal method, load a normal texture
ID3D11Texture1D * mp1DTex
D3D11 pointer.
Specialisation of SharedPtr to allow SharedPtr to be assigned to TexturePtr.
ID3D11Resource * getTextureResource()
ID3D11ShaderResourceView * mpShaderResourceView
bool recreateIfDefaultPool(D3D11Device &device)
For dealing with lost devices - recreate the resource if in the default pool (and return true) ...
Shared pointer implementation used to share pixel buffers.
ID3D11Resource * mpTex
actual texture pointer
Class representing an image file.
D3D11Texture(ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual, ManualResourceLoader *loader, D3D11Device &device)
constructor
DXGI_FORMAT _chooseD3DFormat()
internal method, return a D3D pixel format for texture creation
unsigned long long int ResourceHandle
void loadImpl()
overriden from Resource
ID3D11Texture1D * GetTex1D()
#define OGRE_LOCK_MUTEX(name)
void copyToTexture(TexturePtr &target)
overriden from Texture
HardwarePixelBufferSharedPtr getBuffer(size_t face, size_t mipmap)
Return hardware pixel buffer for a surface.
~D3D11Texture()
destructor
ID3D11Texture3D * mp3DTex
cubic texture pointer
virtual ~D3D11RenderTexture()
D3D11_SHADER_RESOURCE_VIEW_DESC mSRVDesc
void _createSurfaceList(void)
internal method, create D3D11HardwarePixelBuffers for every face and mipmap level.
ID3D11Texture2D * GetTex2D()
Defines a generic resource handler.
unsigned int * useCountPointer() const
Reference-counted shared pointer, used for objects where implicit destruction is required.
D3D11TexturePtr(const D3D11TexturePtr &r)
ID3D11Texture2D * mp2DTex
void _setSrcAttributes(unsigned long width, unsigned long height, unsigned long depth, PixelFormat format)
internal method, set Texture class source image protected attributes
Abstract class representing a Texture resource.
D3D11TexturePtr(const ResourcePtr &r)
D3D11_SHADER_RESOURCE_VIEW_DESC getShaderResourceViewDesc() const
bool requiresTextureFlipping() const
#define OGRE_COPY_AUTO_SHARED_MUTEX(from)
void createInternalResourcesImpl(void)
Implementation of creating internal texture resources.
void _setFinalAttributes(unsigned long width, unsigned long height, unsigned long depth, PixelFormat format)
internal method, set Texture class final texture protected attributes