2 #ifndef _YI_DIRECT3D11_FRAMEBUFFER_OBJECT_H_ 3 #define _YI_DIRECT3D11_FRAMEBUFFER_OBJECT_H_ 37 virtual void Load(
const std::shared_ptr<CYIAssetHardware> &pAsset)
override;
38 virtual void Unload()
override;
39 virtual void Use()
const override;
47 virtual void Free()
override;
62 #endif // _YI_DIRECT3D11_FRAMEBUFFER_OBJECT_H_ bool m_bPlatformSupportsPackedDepthStencil
Definition: YiD3D11FramebufferObject.h:54
ID3D11RenderTargetView * m_pRenderTargetView
Definition: YiD3D11FramebufferObject.h:56
bool m_bScreenBuffer
Definition: YiD3D11FramebufferObject.h:52
bool m_bHasDepth
Definition: YiD3D11FramebufferObject.h:51
ID3D11DepthStencilView * m_pDepthStencilView
Definition: YiD3D11FramebufferObject.h:57
bool m_bHasColor
Definition: YiD3D11FramebufferObject.h:50
virtual ~CYID3D11FramebufferObject()
An abstract class for common Direct3D buffer functionality.
Definition: YiD3D11AbstractBufferObject.h:17
bool m_bPlatformSupportsDepthTextures
Definition: YiD3D11FramebufferObject.h:53
CYID3D11FramebufferObject(bool screenBuffer=false)
virtual void Generate() override
virtual void Free() override
virtual void Unload() override
virtual void InvalidateHandle() override
IYIGPUObject implementation for OpenGL Framebuffers.
Definition: YiD3D11FramebufferObject.h:18
Base class for any asset. An asset provides functions for dynamically loading and unloading itself an...
Definition: YiAsset.h:33
virtual void Load(const std::shared_ptr< CYIAssetHardware > &pAsset) override
virtual void Use() const override