Paradox Game Engine  v1.0.0 beta06
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TextureCube.Direct3D.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 //
4 // Copyright (c) 2010-2012 SharpDX - Alexandre Mutel
5 //
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23 #if SILICONSTUDIO_PARADOX_GRAPHICS_API_DIRECT3D
24 using System;
25 using System.IO;
26 
27 using SharpDX.Direct3D11;
28 using SharpDX.IO;
29 
30 namespace SiliconStudio.Paradox.Graphics
31 {
32  /// <summary>
33  /// A TextureCube frontend to <see cref="SharpDX.Direct3D11.Texture2D"/>.
34  /// </summary>
35  public partial class TextureCube
36  {
37  internal TextureCube(GraphicsDevice device, TextureDescription description2D, params DataBox[] dataBoxes) : base(device, description2D, dataBoxes)
38  {
39  }
40 
41  internal TextureCube(GraphicsDevice device, TextureDescription description2D) : base(device, description2D, null)
42  {
43  }
44 
45  internal TextureCube(GraphicsDevice device, TextureCube texture, ViewType viewType = ViewType.Full, int arraySlice = 0, int mipMapSlice = 0, PixelFormat viewFormat = PixelFormat.None)
46  : base(device, texture, viewType, arraySlice, mipMapSlice, viewFormat)
47  {
48  }
49 
50  public override Texture ToTexture(ViewType viewType, int arraySlice, int mipMapSlice)
51  {
52  return new TextureCube(GraphicsDevice, this, viewType, arraySlice, mipMapSlice);
53  }
54 
55  internal override RenderTargetView GetRenderTargetView(ViewType viewType, int arrayOrDepthSlice, int mipIndex)
56  {
57  if ((this.NativeDescription.BindFlags & BindFlags.RenderTarget) == 0)
58  return null;
59 
60  if (viewType == ViewType.MipBand)
61  throw new NotSupportedException("ViewSlice.MipBand is not supported for render targets");
62 
63  int arrayCount;
64  int mipCount;
65  GetViewSliceBounds(viewType, ref arrayOrDepthSlice, ref mipIndex, out arrayCount, out mipCount);
66 
67  // Create the render target view
68  var rtvDescription = new RenderTargetViewDescription
69  {
70  Format = this.NativeDescription.Format,
71  Dimension = RenderTargetViewDimension.Texture2DArray,
73  {
74  ArraySize = arrayCount,
75  FirstArraySlice = arrayOrDepthSlice,
76  MipSlice = mipIndex
77  }
78  };
79 
80  return new RenderTargetView(GraphicsDevice.NativeDevice, NativeResource, rtvDescription);
81  }
82  }
83 }
84 #endif
ViewType
Defines how a view is selected from a resource.
Definition: ViewType.cs:31
Same as Deferred mode, except sprites are sorted by texture prior to drawing. This can improve perfor...
PixelFormat
Defines various types of pixel formats.
Definition: PixelFormat.cs:32
The texture dimension is a CubeMap.