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    Class GPUTextureViewDX11

    The texture view for DirectX 11 backend.

    Inheritance
    Object
    ScriptingObject
    GPUResourceView
    GPUTextureView
    GPUTextureViewDX11
    Inherited Members
    GPUTextureView::_format
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    GPUTextureView::_msaa
    GPUResourceView::_parent
    ScriptingObject::_type
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    ScriptingObject::DestroyManaged()
    GPUResourceView::DummyLastRenderTime
    Object::Flags
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    ScriptingObject::GetClass()
    GPUTextureView::GetFormat()
    ScriptingObject::GetID()
    ScriptingObject::GetManagedInstance()
    GPUTextureView::GetMSAA()
    ScriptingObject::GetOrCreateManagedInstance()
    GPUResourceView::GetParent()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    GPUResourceView::GPUResourceView(const SpawnParams& params)
    GPUTextureView::GPUTextureView()
    ScriptingObject::HasManagedInstance()
    GPUTextureView::Init(GPUResource* parent, PixelFormat format, MSAALevel msaa)
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    IShaderResourceDX11::IShaderResourceDX11()
    ScriptingObject::IsRegistered()
    GPUResourceView::LastRenderTime
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    ScriptingObject::OnDeleteObject()
    ScriptingObject::OnManagedInstanceDeleted()
    ScriptingObject::OnScriptingDispose()
    ScriptingObject::RegisterObject()
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    ScriptingObject::SetManagedInstance(MObject* instance)
    GPUTextureViewDX11
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    ScriptingObject::ToString()
    ScriptingObject::UnregisterObject()
    Object::~Object()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/GraphicsDevice/DirectX/DX11/GPUTextureDX11.h
    Syntax
    public class GPUTextureViewDX11 : public GPUTextureView, public IShaderResourceDX11

    Constructors

    ~GPUTextureViewDX11()

    Declaration
    public ~GPUTextureViewDX11()

    GPUTextureViewDX11()

    Declaration
    public GPUTextureViewDX11()

    Methods

    DSV()

    Gets the depth stencil view.

    Declaration
    public ID3D11DepthStencilView* DSV() const
    Returns
    ID3D11DepthStencilView

    The depth stencil view.

    GetNativePtr()

    Gets the native pointer to the underlying view. It's a platform-specific handle.

    Declaration
    public virtual void* GetNativePtr() const override
    Returns
    void

    Overrides
    GPUResourceView::GetNativePtr()

    Init(GPUResource* parent, ID3D11RenderTargetView* rtv, ID3D11ShaderResourceView* srv, ID3D11DepthStencilView* dsv, ID3D11UnorderedAccessView* uav, PixelFormat format, MSAALevel msaa)

    Init

    Declaration
    public void Init(GPUResource* parent, ID3D11RenderTargetView* rtv, ID3D11ShaderResourceView* srv, ID3D11DepthStencilView* dsv, ID3D11UnorderedAccessView* uav, PixelFormat format, MSAALevel msaa)
    Parameters
    GPUResource parent

    Resource that owns that handle

    ID3D11RenderTargetView rtv

    Render Target View

    ID3D11ShaderResourceView srv

    Shader Resource view

    ID3D11DepthStencilView dsv

    Depth Stencil View

    ID3D11UnorderedAccessView uav

    Unordered Access View

    PixelFormat format

    Parent texture format

    MSAALevel msaa

    Parent texture multi-sample level

    Release()

    Release the view.

    Declaration
    public void Release()

    RTV()

    Gets the render target view.

    Declaration
    public ID3D11RenderTargetView* RTV() const
    Returns
    ID3D11RenderTargetView

    The render target view.

    SetDSV(ID3D11DepthStencilView* dsv)

    Sets new depth stencil view.

    Declaration
    public void SetDSV(ID3D11DepthStencilView* dsv)
    Parameters
    ID3D11DepthStencilView dsv

    A new depth stencil view.

    SetRTV(ID3D11RenderTargetView* rtv)

    Sets new render target view.

    Declaration
    public void SetRTV(ID3D11RenderTargetView* rtv)
    Parameters
    ID3D11RenderTargetView rtv

    A new render target view.

    SetSRV(ID3D11ShaderResourceView* srv)

    Sets new shader resource view.

    Declaration
    public void SetSRV(ID3D11ShaderResourceView* srv)
    Parameters
    ID3D11ShaderResourceView srv

    A new shader resource view.

    SetUAV(ID3D11UnorderedAccessView* uav)

    Sets new unordered access view.

    Declaration
    public void SetUAV(ID3D11UnorderedAccessView* uav)
    Parameters
    ID3D11UnorderedAccessView uav

    A new unordered access view.

    SRV()

    Gets handle to the shader resource view object.

    Declaration
    public virtual ID3D11ShaderResourceView* SRV() const override
    Returns
    ID3D11ShaderResourceView

    SRV

    Overrides
    IShaderResourceDX11::SRV()

    UAV()

    Gets CPU to the unordered access view object.

    Declaration
    public virtual ID3D11UnorderedAccessView* UAV() const override
    Returns
    ID3D11UnorderedAccessView

    Overrides
    IShaderResourceDX11::UAV()

    See Also

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