// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. #ifndef D3D11_RENDERER_TEXTURE_3D_H #define D3D11_RENDERER_TEXTURE_3D_H #include #if defined(RENDERER_ENABLE_DIRECT3D11) #include #include "D3D11Renderer.h" #include "D3D11RendererTextureCommon.h" namespace SampleRenderer { class D3D11RendererTexture3D : public RendererTexture3D, public D3D11RendererResource { friend class D3D11RendererTarget; friend class D3D11RendererSpotLight; public: D3D11RendererTexture3D(ID3D11Device& d3dDevice, ID3D11DeviceContext& d3dDeviceContext, const RendererTexture3DDesc& desc); virtual ~D3D11RendererTexture3D(void); public: virtual void* lockLevel(PxU32 level, PxU32& pitch); virtual void unlockLevel(PxU32 level); void bind(PxU32 samplerIndex, PxU32 flags = BIND_PIXEL); virtual void select(PxU32 stageIndex) { bind(stageIndex); } private: virtual void onDeviceLost(void); virtual void onDeviceReset(void); void loadTextureDesc(const RendererTexture3DDesc&); void loadSamplerDesc(const RendererTexture3DDesc&); void loadResourceDesc(const RendererTexture3DDesc&); private: ID3D11Device& m_d3dDevice; ID3D11DeviceContext& m_d3dDeviceContext; ID3D11Texture3D* m_d3dTexture; D3D11_TEXTURE3D_DESC m_d3dTextureDesc; ID3D11SamplerState* m_d3dSamplerState; D3D11_SAMPLER_DESC m_d3dSamplerDesc; ID3D11ShaderResourceView* m_d3dSRV; D3D11_SHADER_RESOURCE_VIEW_DESC m_d3dSRVDesc; PxU8** m_data; D3D11_SUBRESOURCE_DATA* m_resourceData; }; } // namespace SampleRenderer #endif // #if defined(RENDERER_ENABLE_DIRECT3D11) #endif