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#ifndef D3D9WINDOW_H
#define D3D9WINDOW_H
#include "D3D9Includes.h"
#include "Runtime/GfxDevice/GfxDeviceWindow.h"
#include "Runtime/GfxDevice/GfxDeviceObjects.h"
#include "D3D9Utils.h"
#include "TexturesD3D9.h"
class D3D9Window : public GfxDeviceWindow
{
private:
IDirect3DDevice9* m_Device;
IDirect3DSwapChain9* m_SwapChain;
RenderColorSurfaceD3D9 m_BackBuffer;
RenderDepthSurfaceD3D9 m_DepthStencil;
D3DFORMAT m_DepthStencilFormat;
int m_FSAALevel;
public:
D3D9Window( IDirect3DDevice9* device, HWND window, int width, int height, DepthBufferFormat depthFormat, int antiAlias );
~D3D9Window();
bool Reshape( int width, int height, DepthBufferFormat depthFormat, int antiAlias );
bool BeginRendering();
bool EndRendering( bool presentContent );
void SetAsActiveWindow ();
D3DFORMAT GetDepthStencilFormat() const { return m_DepthStencilFormat; }
RenderSurfaceHandle GetBackBuffer();
RenderSurfaceHandle GetDepthStencil();
};
#if UNITY_EDITOR
int GetCurrentD3DFSAALevel();
#endif
#endif
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