/// <summary> /// Creates a new swap chain implementation. /// </summary> /// <param name="windowHandle">Pointer to the window</param> /// <param name="presentParams">Presentation parameters</param> /// <returns> /// Swap chain implemented /// </returns> public SwapChainImplementation CreateSwapChainImplementation(IntPtr windowHandle, PresentationParameters presentParams) { D3D10SwapChainImplementation impl = new D3D10SwapChainImplementation(_renderer, _renderer.DXGIFactory, windowHandle, presentParams); SetGraphicsID(impl); return(impl); }
/// <summary> /// Creates a new render target manager. /// </summary> /// <param name="renderer">D3D10 renderer</param> /// <param name="maxTargets">Max targets</param> public RenderTargetManager(D3D10Renderer renderer, int maxTargets) { _renderer = renderer; _graphicsDevice = renderer.GraphicsDevice; _views = new D3D.RenderTargetView[maxTargets]; _currentRenderTargets = new RenderTargetBinding[maxTargets]; _targetsToMipMap = new RenderTargetBinding[maxTargets]; _activeBackBuffer = null; _currentRenderTargetCount = 0; _targetsToMipMapCount = 0; }
/// <summary> /// Sets the active swap chain, typically after a swapchain.Clear() has been called. /// </summary> /// <param name="swapChainImpl">Swap chain implementation</param> public void SetActiveSwapChain(D3D10SwapChainImplementation swapChainImpl) { _activeBackBuffer = swapChainImpl; }