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Commit Description:
Various UI improvements.
Commit Description:
Various UI improvements.
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FNA/src/Graphics/RenderTarget2D.cs
203 lines | 3.5 KiB | text/x-csharp | CSharpLexer
203 lines | 3.5 KiB | text/x-csharp | CSharpLexer
r0 | #region License | |||
/* FNA - XNA4 Reimplementation for Desktop Platforms | ||||
* Copyright 2009-2020 Ethan Lee and the MonoGame Team | ||||
* | ||||
* Released under the Microsoft Public License. | ||||
* See LICENSE for details. | ||||
*/ | ||||
#endregion | ||||
#region Using Statements | ||||
using System; | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework.Graphics | ||||
{ | ||||
public class RenderTarget2D : Texture2D, IRenderTarget | ||||
{ | ||||
#region Public Properties | ||||
public DepthFormat DepthStencilFormat | ||||
{ | ||||
get; | ||||
private set; | ||||
} | ||||
public int MultiSampleCount | ||||
{ | ||||
get; | ||||
private set; | ||||
} | ||||
public RenderTargetUsage RenderTargetUsage | ||||
{ | ||||
get; | ||||
private set; | ||||
} | ||||
public bool IsContentLost | ||||
{ | ||||
get | ||||
{ | ||||
return false; | ||||
} | ||||
} | ||||
#endregion | ||||
#region IRenderTarget Properties | ||||
/// <inheritdoc/> | ||||
IGLRenderbuffer IRenderTarget.DepthStencilBuffer | ||||
{ | ||||
get | ||||
{ | ||||
return glDepthStencilBuffer; | ||||
} | ||||
} | ||||
/// <inheritdoc/> | ||||
IGLRenderbuffer IRenderTarget.ColorBuffer | ||||
{ | ||||
get | ||||
{ | ||||
return glColorBuffer; | ||||
} | ||||
} | ||||
#endregion | ||||
#region Private Variables | ||||
private IGLRenderbuffer glDepthStencilBuffer; | ||||
private IGLRenderbuffer glColorBuffer; | ||||
#endregion | ||||
#region ContentLost Event | ||||
#pragma warning disable 0067 | ||||
// We never lose data, but lol XNA4 compliance -flibit | ||||
public event EventHandler<EventArgs> ContentLost; | ||||
#pragma warning restore 0067 | ||||
#endregion | ||||
#region Public Constructors | ||||
public RenderTarget2D( | ||||
GraphicsDevice graphicsDevice, | ||||
int width, | ||||
int height | ||||
) : this( | ||||
graphicsDevice, | ||||
width, | ||||
height, | ||||
false, | ||||
SurfaceFormat.Color, | ||||
DepthFormat.None, | ||||
0, | ||||
RenderTargetUsage.DiscardContents | ||||
) { | ||||
} | ||||
public RenderTarget2D( | ||||
GraphicsDevice graphicsDevice, | ||||
int width, | ||||
int height, | ||||
bool mipMap, | ||||
SurfaceFormat preferredFormat, | ||||
DepthFormat preferredDepthFormat | ||||
) : this( | ||||
graphicsDevice, | ||||
width, | ||||
height, | ||||
mipMap, | ||||
preferredFormat, | ||||
preferredDepthFormat, | ||||
0, | ||||
RenderTargetUsage.DiscardContents | ||||
) { | ||||
} | ||||
public RenderTarget2D( | ||||
GraphicsDevice graphicsDevice, | ||||
int width, | ||||
int height, | ||||
bool mipMap, | ||||
SurfaceFormat preferredFormat, | ||||
DepthFormat preferredDepthFormat, | ||||
int preferredMultiSampleCount, | ||||
RenderTargetUsage usage | ||||
) : base( | ||||
graphicsDevice, | ||||
width, | ||||
height, | ||||
mipMap, | ||||
preferredFormat | ||||
) { | ||||
DepthStencilFormat = preferredDepthFormat; | ||||
MultiSampleCount = Math.Min( | ||||
MathHelper.ClosestMSAAPower(preferredMultiSampleCount), | ||||
graphicsDevice.GLDevice.MaxMultiSampleCount | ||||
); | ||||
RenderTargetUsage = usage; | ||||
if (MultiSampleCount > 0) | ||||
{ | ||||
glColorBuffer = graphicsDevice.GLDevice.GenRenderbuffer( | ||||
Width, | ||||
Height, | ||||
Format, | ||||
MultiSampleCount, | ||||
texture | ||||
); | ||||
} | ||||
// If we don't need a depth buffer then we're done. | ||||
if (DepthStencilFormat == DepthFormat.None) | ||||
{ | ||||
return; | ||||
} | ||||
glDepthStencilBuffer = graphicsDevice.GLDevice.GenRenderbuffer( | ||||
Width, | ||||
Height, | ||||
DepthStencilFormat, | ||||
MultiSampleCount | ||||
); | ||||
} | ||||
#endregion | ||||
#region Protected Dispose Method | ||||
protected override void Dispose(bool disposing) | ||||
{ | ||||
if (!IsDisposed) | ||||
{ | ||||
if (glColorBuffer != null) | ||||
{ | ||||
GraphicsDevice.GLDevice.AddDisposeRenderbuffer(glColorBuffer); | ||||
} | ||||
if (glDepthStencilBuffer != null) | ||||
{ | ||||
GraphicsDevice.GLDevice.AddDisposeRenderbuffer(glDepthStencilBuffer); | ||||
} | ||||
} | ||||
base.Dispose(disposing); | ||||
} | ||||
#endregion | ||||
#region Internal Context Reset Method | ||||
protected internal override void GraphicsDeviceResetting() | ||||
{ | ||||
base.GraphicsDeviceResetting(); | ||||
} | ||||
#endregion | ||||
} | ||||
} | ||||