Files
LuaCsForBarotraumaEP/Libraries/MonoGame.Framework/Src/MonoGame.Framework/Graphics/RenderTarget2D.OpenGL.cs
T
2019-06-25 16:00:44 +03:00

64 lines
1.8 KiB
C#

// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using MonoGame.OpenGL;
using System;
using System.Collections.Generic;
namespace Microsoft.Xna.Framework.Graphics
{
public partial class RenderTarget2D
{
int IRenderTarget.GLTexture
{
get { return glTexture; }
}
TextureTarget IRenderTarget.GLTarget
{
get { return glTarget; }
}
int IRenderTarget.GLColorBuffer { get; set; }
int IRenderTarget.GLDepthBuffer { get; set; }
int IRenderTarget.GLStencilBuffer { get; set; }
TextureTarget IRenderTarget.GetFramebufferTarget(RenderTargetBinding renderTargetBinding)
{
return glTarget;
}
private void PlatformConstruct(GraphicsDevice graphicsDevice, int width, int height, bool mipMap,
DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage, bool shared)
{
Threading.BlockOnUIThread(() =>
{
graphicsDevice.PlatformCreateRenderTarget(this, width, height, mipMap, this.Format, preferredDepthFormat, preferredMultiSampleCount, usage);
});
}
private void PlatformGraphicsDeviceResetting()
{
}
protected override void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (GraphicsDevice != null)
{
Threading.BlockOnUIThread(() =>
{
this.GraphicsDevice.PlatformDeleteRenderTarget(this);
});
}
}
base.Dispose(disposing);
}
}
}