GFXD3D8TextureTarget Class Reference

#include <gfxD3D8Target.h>

Inheritance diagram for GFXD3D8TextureTarget:

Inheritance graph
[legend]
List of all members.

Public Member Functions

 GFXD3D8TextureTarget ()
 ~GFXD3D8TextureTarget ()
virtual const Point2I getSize ()
 Returns the size in pixels of this rendering target.
virtual void attachTexture (RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset=0)
virtual void attachTexture (RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0)
virtual void clearAttachments ()
 Detach all bound textures.
virtual void zombify ()
 When called the resource should destroy all device sensitive information (e.g. D3D resources in D3DPOOL_DEFAULT.
virtual void resurrect ()
 When called the resource should restore all device sensitive information destroyed by zombify().

Private Member Functions

void invalidateState ()
 Called whenever a change is made to this target.
const bool isPendingState () const
 Called to check if we have pending state to apply to the device.
void stateApplied ()
 Called when the device has applied the current state.

Private Attributes

IDirect3DSurface8 * mTargets [MaxRenderSlotId]
S32 mChangeToken
S32 mLastAppliedChange

Friends

class GFXD3D8Device

Constructor & Destructor Documentation

GFXD3D8TextureTarget::GFXD3D8TextureTarget (  ) 

GFXD3D8TextureTarget::~GFXD3D8TextureTarget (  ) 


Member Function Documentation

void GFXD3D8TextureTarget::invalidateState (  )  [inline, private]

Called whenever a change is made to this target.

Reimplemented from GFXTarget.

const bool GFXD3D8TextureTarget::isPendingState (  )  const [inline, private]

Called to check if we have pending state to apply to the device.

Reimplemented from GFXTarget.

void GFXD3D8TextureTarget::stateApplied (  )  [inline, private]

Called when the device has applied the current state.

Reimplemented from GFXTarget.

virtual const Point2I GFXD3D8TextureTarget::getSize (  )  [virtual]

Returns the size in pixels of this rendering target.

Implements GFXTarget.

virtual void GFXD3D8TextureTarget::attachTexture ( RenderSlot  slot,
GFXTextureObject tex,
U32  mipLevel = 0,
U32  zOffset = 0 
) [virtual]

virtual void GFXD3D8TextureTarget::attachTexture ( RenderSlot  slot,
GFXCubemap tex,
U32  face,
U32  mipLevel = 0 
) [virtual]

virtual void GFXD3D8TextureTarget::clearAttachments (  )  [virtual]

Detach all bound textures.

This is a helper function to make it easy to make sure a GFXTextureTarget is entirely empty before you move on to other rendering tasks. Because a GFXTextureTarget will keep references to bound GFXTextureObjects, not clearing can results in resource leaks and hard to track down bugs.

Implements GFXTextureTarget.

virtual void GFXD3D8TextureTarget::zombify (  )  [virtual]

When called the resource should destroy all device sensitive information (e.g. D3D resources in D3DPOOL_DEFAULT.

Implements GFXResource.

virtual void GFXD3D8TextureTarget::resurrect (  )  [virtual]

When called the resource should restore all device sensitive information destroyed by zombify().

Implements GFXResource.


Friends And Related Function Documentation

friend class GFXD3D8Device [friend]


Member Data Documentation

IDirect3DSurface8* GFXD3D8TextureTarget::mTargets[MaxRenderSlotId] [private]

Reimplemented from GFXTarget.