Пример #1
0
bool GFXD3D11TextureManager::_refreshTexture(GFXTextureObject *texture)
{
   U32 usedStrategies = 0;
   GFXD3D11TextureObject *realTex = static_cast<GFXD3D11TextureObject *>(texture);

   if(texture->mProfile->doStoreBitmap())
   {
      if(texture->mBitmap)
         _loadTexture(texture, texture->mBitmap);

      if(texture->mDDS)
         _loadTexture(texture, texture->mDDS);

      usedStrategies++;
   }

   if(texture->mProfile->isRenderTarget() || texture->mProfile->isDynamic() || texture->mProfile->isZTarget())
   {
      realTex->release();
      _innerCreateTexture(realTex, texture->getHeight(), texture->getWidth(), texture->getDepth(), texture->mFormat, texture->mProfile, texture->mMipLevels, false, texture->mAntialiasLevel);
      usedStrategies++;
   }

   AssertFatal(usedStrategies < 2, "GFXD3D11TextureManager::_refreshTexture - Inconsistent profile flags!");

   return true;
}
Пример #2
0
//-----------------------------------------------------------------------------
// createTexture
//-----------------------------------------------------------------------------
GFXTextureObject *GFXD3D11TextureManager::_createTextureObject( U32 height, 
                                                               U32 width,
                                                               U32 depth,
                                                               GFXFormat format, 
                                                               GFXTextureProfile *profile, 
                                                               U32 numMipLevels,
                                                               bool forceMips, 
                                                               S32 antialiasLevel,
                                                               GFXTextureObject *inTex )
{
   GFXD3D11TextureObject *retTex;
   if ( inTex )
   {
      AssertFatal(static_cast<GFXD3D11TextureObject*>( inTex ), "GFXD3D11TextureManager::_createTexture() - Bad inTex type!");
      retTex = static_cast<GFXD3D11TextureObject*>( inTex );
      retTex->release();
   }      
   else
   {
      retTex = new GFXD3D11TextureObject(GFX, profile);
      retTex->registerResourceWithDevice(GFX);
   }

   _innerCreateTexture(retTex, height, width, depth, format, profile, numMipLevels, forceMips, antialiasLevel);

   return retTex;
}
Пример #3
0
bool GFXD3D11TextureManager::_freeTexture(GFXTextureObject *texture, bool zombify)
{
   AssertFatal(dynamic_cast<GFXD3D11TextureObject *>(texture),"Not an actual d3d texture object!");
   GFXD3D11TextureObject *tex = static_cast<GFXD3D11TextureObject *>( texture );

   // If it's a managed texture and we're zombifying, don't blast it, D3D allows
   // us to keep it.
   if(zombify && tex->isManaged)
     return true;

   tex->release();

   return true;
}