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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 takes ownership of any D3D11 resources it is given and will AddRef them
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);
virtual ~RenderTarget11();
static RenderTarget11 *makeRenderTarget11(RenderTarget *renderTarget);
virtual void invalidate(GLint x, GLint y, GLsizei width, GLsizei height);
ID3D11Resource *getTexture() const;
ID3D11RenderTargetView *getRenderTargetView() const;
ID3D11DepthStencilView *getDepthStencilView() const;
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_