text: /*
  -----------------------------------------------------------------------------
  This source file is part of OGRE
  (Object-oriented Graphics Rendering Engine)
  For the latest info, see http://www.ogre3d.org/
  
  Copyright (c) 2000-2014 Torus Knot Software Ltd
  
  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 __D3D11TEXTURE_H__
  #define __D3D11TEXTURE_H__
  
  #include "OgreD3D11Prerequisites.h"
  #include "OgreD3D11DeviceResource.h"
  #include "OgreTexture.h"
  #include "OgreRenderTexture.h"
  #include "OgreSharedPtr.h"
  
  #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 && !defined(_WIN32_WINNT_WIN8)
      #ifndef USE_D3DX11_LIBRARY
          #define USE_D3DX11_LIBRARY
      #endif
  #endif
  
  namespace Ogre {
  	/** Specialisation of Texture for D3D11 */
      class _OgreD3D11Export D3D11Texture
          : public Texture
          , protected D3D11DeviceResource
      {
  	public:
  		/// constructor 
  		D3D11Texture(ResourceManager* creator, const String& name, ResourceHandle handle,
  			const String& group, bool isManual, ManualResourceLoader* loader,
  			D3D11Device & device);
  		/// destructor
  		~D3D11Texture();
  
  		/// overridden from Texture
  		void copyToTexture(TexturePtr& target);
  		/// overridden from Texture
  		void loadImage(const Image &img);
  
  
  		/// @copydoc Texture::getBuffer
  		HardwarePixelBufferSharedPtr getBuffer(size_t face, size_t mipmap);
  
  		ID3D11Resource *getTextureResource() { assert(mpTex); return mpTex.Get(); }
  		/// retrieves a pointer to the actual texture
  		ID3D11ShaderResourceView *getTexture() { assert(mpShaderResourceView); return mpShaderResourceView.Get(); }
  		D3D11_SHADER_RESOURCE_VIEW_DESC getShaderResourceViewDesc() const { return mSRVDesc; }
  
  		ID3D11Texture1D * GetTex1D() { return mp1DTex.Get(); };
  		ID3D11Texture2D * GetTex2D() { return mp2DTex.Get(); };
  		ID3D11Texture3D	* GetTex3D() { return mp3DTex.Get(); };
  
  		bool HasAutoMipMapGenerationEnabled() const { return mAutoMipMapGeneration; }
  
  	protected:
  		TextureUsage _getTextureUsage() { return static_cast<TextureUsage>(mUsage); }
  
      protected:
          // needed to store data between prepareImpl and loadImpl
          typedef SharedPtr<vector<MemoryDataStreamPtr>::type > LoadedStreams;
  
          template<typename fromtype, typename totype>
          void _queryInterface(const ComPtr<fromtype>& from, ComPtr<totype> *to)
          {
              HRESULT hr = from.As(to);
  
              if(FAILED(hr) || mDevice.isError())
              {
                  this->freeInternalResources();
  				String errorDescription = mDevice.getErrorDescription(hr);
  				OGRE_EXCEPT_EX(Exception::ERR_RENDERINGAPI_ERROR, hr, "Can't get base texture\nError Description:" + errorDescription, 
                      "D3D11Texture::_queryInterface" );
              }
          }
  #ifdef USE_D3DX11_LIBRARY       
          void _loadDDS(DataStreamPtr &dstream);
  #endif
          void _create1DResourceView();
          void _create2DResourceView();
          void _create3DResourceView();
  
          /// internal method, load a normal texture
          void _loadTex(LoadedStreams & loadedStreams);
  
          /// internal method, create a blank normal 1D Dtexture
          void _create1DTex();
          /// internal method, create a blank normal 2D texture
          void _create2DTex();
          /// internal method, create a blank cube texture
          void _create3DTex();
  
          /// @copydoc Texture::createInternalResources
          void createInternalResources(void);
          /// @copydoc Texture::createInternalResourcesImpl
          void createInternalResourcesImpl(void);
          /// @copydoc Texture::freeInternalResources
          void freeInternalResources(void);
          /// free internal resources
          void freeInternalResourcesImpl(void);
          /// internal method, set Texture class source image protected attributes
          void _setSrcAttributes(unsigned long width, unsigned long height, unsigned long depth, PixelFormat format);
          /// internal method, set Texture class final texture protected attributes
          void _setFinalAttributes(unsigned long width, unsigned long height, unsigned long depth, PixelFormat format, UINT miscflags);
  
          /// internal method, create D3D11HardwarePixelBuffers for every face and
          /// mipmap level. This method must be called after the D3D texture object was created
          void _createSurfaceList(void);
  
          void notifyDeviceLost(D3D11Device* device);
          void notifyDeviceRestored(D3D11Device* device);
  
          /// @copydoc Resource::prepareImpl
          void prepareImpl(void);
          /// @copydoc Resource::unprepareImpl
          void unprepareImpl(void);
          /// overridden from Resource
          void loadImpl();
          /// overridden from Resource
          void postLoadImpl();
  
          /** Vector of pointers to streams that were pulled from disk by
              prepareImpl  but have yet to be pushed into texture memory
              by loadImpl.  Should be cleared on load and on unprepare.
          */
          LoadedStreams mLoadedStreams;
          LoadedStreams _prepareNormTex();
          LoadedStreams _prepareVolumeTex();
          LoadedStreams _prepareCubeTex();
  
      protected:
          D3D11Device&	mDevice;
  
          DXGI_FORMAT mD3DFormat;         // Effective pixel format, already gamma corrected if requested
          DXGI_SAMPLE_DESC mFSAAType;     // Effective FSAA mode, limited by hardware capabilities
  
          // device depended resources
          ComPtr<ID3D11Resource> mpTex;   // actual texture
          ComPtr<ID3D11ShaderResourceView> mpShaderResourceView;
          ComPtr<ID3D11Texture1D> mp1DTex;
          ComPtr<ID3D11Texture2D> mp2DTex;
          ComPtr<ID3D11Texture3D> mp3DTex;
  
          D3D11_SHADER_RESOURCE_VIEW_DESC mSRVDesc;
          bool mAutoMipMapGeneration;
  
          /// Vector of pointers to subsurfaces
          typedef vector<HardwarePixelBufferSharedPtr>::type SurfaceList;
          SurfaceList                     mSurfaceList;
      };
  
      /// RenderTexture implementation for D3D11
      class _OgreD3D11Export D3D11RenderTexture
          : public RenderTexture
          , protected D3D11DeviceResource
      {
          D3D11Device & mDevice;
          ComPtr<ID3D11RenderTargetView> mRenderTargetView;
      public:
          D3D11RenderTexture(const String &name, D3D11HardwarePixelBuffer *buffer, uint32 zoffset, D3D11Device & device);
          virtual ~D3D11RenderTexture();
  
          void rebind(D3D11HardwarePixelBuffer *buffer);
  
          virtual void getCustomAttribute( const String& name, void *pData );
  
          bool requiresTextureFlipping() const { return false; }
  
      protected:
          void notifyDeviceLost(D3D11Device* device);
          void notifyDeviceRestored(D3D11Device* device);
      };
  
  }
  
  #endif
  