text: //-----------------------------------------------------------------------------
  // Copyright (c) 2012 GarageGames, LLC
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to
  // deal in the Software without restriction, including without limitation the
  // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  // sell copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  // IN THE SOFTWARE.
  //-----------------------------------------------------------------------------
  #ifndef _GFX_D3D_GFXD3D9TARGET_H_
  #define _GFX_D3D_GFXD3D9TARGET_H_
  
  #ifndef _GFXTARGET_H_
  #include "gfx/gfxTarget.h"
  #endif
  #ifndef _MPOINT3_H_
  #include "math/mPoint3.h"
  #endif
  #ifndef _MPOINT2_H_
  #include "math/mPoint2.h"
  #endif
  #include <d3d9.h>
  
  struct IDirect3DSurface9;
  struct IDirect3DSwapChain9;
  class GFXD3D9TextureObject;
  
  
  class GFXPCD3D9TextureTarget : public GFXTextureTarget
  {
     friend class GFXPCD3D9Device;
  
     // Array of target surfaces, this is given to us by attachTexture
     IDirect3DSurface9 * mTargets[MaxRenderSlotId];
  
     // Array of texture objects which correspond to the target surfaces above,
     // needed for copy from RenderTarget to texture situations.  Current only valid in those situations
     GFXD3D9TextureObject* mResolveTargets[MaxRenderSlotId];
  
     /// Owning d3d device.
     GFXD3D9Device *mDevice;
  
     Point2I mTargetSize;
  
     GFXFormat mTargetFormat;
  
  public:
  
     GFXPCD3D9TextureTarget();
     ~GFXPCD3D9TextureTarget();
  
     // Public interface.
     virtual const Point2I getSize() { return mTargetSize; }
     virtual GFXFormat getFormat() { return mTargetFormat; }
     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 resolve();
  
     /// Note we always copy the Color0 RenderSlot.
     virtual void resolveTo( GFXTextureObject *tex );
  
     virtual void activate();
     virtual void deactivate();
  
     void zombify();
     void resurrect();
  };
  
  class GFXPCD3D9WindowTarget : public GFXWindowTarget
  {
     friend class GFXPCD3D9Device;
  
     /// Our depth stencil buffer, if any.
     IDirect3DSurface9 *mDepthStencil;
  
     /// Our backbuffer
     IDirect3DSurface9 *mBackbuffer;
  
     /// Maximum size we can render to.
     Point2I mSize;
  
     /// Our swap chain, potentially the implicit device swap chain.
     IDirect3DSwapChain9 *mSwapChain;
  
     /// D3D presentation info.
     D3DPRESENT_PARAMETERS mPresentationParams;
  
     /// Owning d3d device.
     GFXD3D9Device  *mDevice;
  
     /// Is this the implicit swap chain?
     bool mImplicit;
  
     /// Internal interface that notifies us we need to reset our video mode.
     void resetMode();
  
  public:
  
     GFXPCD3D9WindowTarget();
     ~GFXPCD3D9WindowTarget();
   
     virtual const Point2I getSize();
     virtual GFXFormat getFormat();
     virtual bool present();
  
     void initPresentationParams();
     void setImplicitSwapChain();
     void createAdditionalSwapChain();
  
     virtual void activate();   
  
     void zombify();
     void resurrect();
  
     virtual void resolveTo( GFXTextureObject *tex );
  };
  
  #endif // _GFX_D3D_GFXD3D9TARGET_H_
  