// // 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 D3D9_RENDERER_TARGET_H #define D3D9_RENDERER_TARGET_H #include // TODO: 360 can't render directly into texture memory, so we need to create a pool of // surfaces to share internally and then "resolve" them into the textures inside of // the 'unbind' call. #if defined(RENDERER_WINDOWS) #define RENDERER_ENABLE_DIRECT3D9_TARGET #endif #if defined(RENDERER_ENABLE_DIRECT3D9) && defined(RENDERER_ENABLE_DIRECT3D9_TARGET) #include #include "D3D9Renderer.h" namespace SampleRenderer { class D3D9RendererTexture2D; class D3D9RendererTarget : public RendererTarget, public D3D9RendererResource { public: D3D9RendererTarget(IDirect3DDevice9 &d3dDevice, const RendererTargetDesc &desc); virtual ~D3D9RendererTarget(void); private: D3D9RendererTarget& operator=( const D3D9RendererTarget& ) {} virtual void bind(void); virtual void unbind(void); private: virtual void onDeviceLost(void); virtual void onDeviceReset(void); private: IDirect3DDevice9 &m_d3dDevice; IDirect3DSurface9 *m_d3dLastSurface; IDirect3DSurface9 *m_d3dLastDepthStencilSurface; IDirect3DSurface9 *m_d3dDepthStencilSurface; std::vector m_textures; D3D9RendererTexture2D *m_depthStencilSurface; }; } // namespace SampleRenderer #endif // #if defined(RENDERER_ENABLE_DIRECT3D9) && defined(RENDERER_ENABLE_DIRECT3D9_TARGET) #endif