Files
LuaCsForBarotraumaEP/Libraries/MonoGame.Framework/Src/MonoGame.Framework/Graphics/IRenderTarget.cs
T
2019-06-25 16:00:44 +03:00

103 lines
4.7 KiB
C#

#region License
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
//
// All rights reserved.
//
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
// U.S. copyright law.
//
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
#endregion License
#if DIRECTX
using SharpDX.Direct3D11;
#endif
#if OPENGL
using MonoGame.OpenGL;
#endif
namespace Microsoft.Xna.Framework.Graphics
{
/// <summary>
/// Represents a render target.
/// </summary>
internal interface IRenderTarget
{
/// <summary>
/// Gets the width of the render target in pixels
/// </summary>
/// <value>The width of the render target in pixels.</value>
int Width { get; }
/// <summary>
/// Gets the height of the render target in pixels
/// </summary>
/// <value>The height of the render target in pixels.</value>
int Height { get; }
/// <summary>
/// Gets the usage mode of the render target.
/// </summary>
/// <value>The usage mode of the render target.</value>
RenderTargetUsage RenderTargetUsage { get; }
#if DIRECTX
/// <summary>
/// Gets the <see cref="RenderTargetView"/> for the specified array slice.
/// </summary>
/// <param name="arraySlice">The array slice.</param>
/// <returns>The <see cref="RenderTargetView"/>.</returns>
/// <remarks>
/// For texture cubes: The array slice is the index of the cube map face.
/// </remarks>
RenderTargetView GetRenderTargetView(int arraySlice);
/// <summary>
/// Gets the <see cref="DepthStencilView"/>.
/// </summary>
/// <returns>The <see cref="DepthStencilView"/>. Can be <see langword="null"/>.</returns>
DepthStencilView GetDepthStencilView();
#endif
#if OPENGL
int GLTexture { get; }
TextureTarget GLTarget { get; }
int GLColorBuffer { get; set; }
int GLDepthBuffer { get; set; }
int GLStencilBuffer { get; set; }
int MultiSampleCount { get; }
int LevelCount { get; }
TextureTarget GetFramebufferTarget(RenderTargetBinding renderTargetBinding);
#endif
}
}