GFXD3D11TextureTarget
Engine/source/gfx/D3D11/gfxD3D11Target.h
Public Friends
class
Private Attributes
mResolveTargets [MaxRenderSlotId]
ID3D11Texture2D *
mTargets [MaxRenderSlotId]
ID3D11ShaderResourceView *
mTargetSRViews [MaxRenderSlotId]
ID3D11View *
mTargetViews [MaxRenderSlotId]
Public Functions
GFXD3D11TextureTarget(bool genMips)
attachTexture(RenderSlot slot, GFXCubemap * tex, U32 face, U32 mipLevel)
Support binding to cubemaps.
attachTexture(RenderSlot slot, GFXTextureObject * tex, U32 mipLevel, U32 zOffset)
Attach a surface to a given slot as part of this render target.
This is called when the target is not being used anymore.
resolveTo(GFXTextureObject * tex)
Note we always copy the Color0 RenderSlot.
Detailed Description
Public Friends
Private Attributes
GFXD3D11TextureObject * mResolveTargets [MaxRenderSlotId]
GFXFormat mTargetFormat
ID3D11Texture2D * mTargets [MaxRenderSlotId]
Point2I mTargetSize
ID3D11ShaderResourceView * mTargetSRViews [MaxRenderSlotId]
ID3D11View * mTargetViews [MaxRenderSlotId]
Public Functions
GFXD3D11TextureTarget(bool genMips)
~GFXD3D11TextureTarget()
activate()
Reimplemented from: GFXTarget
attachTexture(RenderSlot slot, GFXCubemap * tex, U32 face, U32 mipLevel)
Reimplemented from: GFXTextureTarget
attachTexture(RenderSlot slot, GFXTextureObject * tex, U32 mipLevel, U32 zOffset)
Reimplemented from: GFXTextureTarget
deactivate()
Reimplemented from: GFXTarget
getFormat()
Reimplemented from: GFXTarget
getSize()
Reimplemented from: GFXTarget
resolve()
Reimplemented from: GFXTextureTarget
resolveTo(GFXTextureObject * tex)
Reimplemented from: GFXTarget
resurrect()
Reimplemented from: GFXResource
zombify()
Reimplemented from: GFXResource