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    Class GPUTextureViewDX12

    The texture view for DirectX 12 backend.

    Inheritance
    Object
    ScriptingObject
    GPUResourceView
    GPUTextureView
    GPUTextureViewDX12
    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()
    IShaderResourceDX12::IShaderResourceDX12()
    IShaderResourceDX12::IShaderResourceDX12(int32 subresourceIndex)
    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)
    GPUTextureViewDX12
    IShaderResourceDX12::SrvDimension
    IShaderResourceDX12::SubresourceIndex
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    ScriptingObject::ToString()
    IShaderResourceDX12::UavDimension
    ScriptingObject::UnregisterObject()
    Object::~Object()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/GraphicsDevice/DirectX/DX12/GPUTextureDX12.h
    Syntax
    public class GPUTextureViewDX12 : public GPUTextureView, public IShaderResourceDX12

    Constructors

    ~GPUTextureViewDX12()

    Declaration
    public ~GPUTextureViewDX12()

    GPUTextureViewDX12()

    Declaration
    public GPUTextureViewDX12()

    Fields

    ReadOnlyDepthView

    Declaration
    public bool ReadOnlyDepthView = false
    Field Value
    bool

    Methods

    DSV()

    Gets the CPU handle to the depth stencil view descriptor.

    Declaration
    public D3D12_CPU_DESCRIPTOR_HANDLE DSV() const
    Returns
    D3D12_CPU_DESCRIPTOR_HANDLE

    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()

    GetResourceOwner()

    Gets the resource owner.

    Declaration
    public virtual ResourceOwnerDX12* GetResourceOwner() const override
    Returns
    ResourceOwnerDX12

    Overrides
    IShaderResourceDX12::GetResourceOwner()

    Init(GPUResource* parent, GPUDeviceDX12* device, ResourceOwnerDX12* owner, PixelFormat format, MSAALevel msaa, int32 subresourceIndex=-1)

    Init

    Declaration
    public void Init(GPUResource* parent, GPUDeviceDX12* device, ResourceOwnerDX12* owner, PixelFormat format, MSAALevel msaa, int32 subresourceIndex=-1)
    Parameters
    GPUResource parent

    Parent resource

    GPUDeviceDX12 device

    Graphics Device

    ResourceOwnerDX12 owner

    Resource owner

    PixelFormat format

    Parent texture format

    MSAALevel msaa

    Parent texture multi-sample level

    int32 subresourceIndex

    Used subresource index or -1 to cover whole resource.

    IsDepthStencilResource()

    Determines whether this resource is depth/stencil buffer.

    Declaration
    public virtual bool IsDepthStencilResource() const override
    Returns
    bool

    Overrides
    IShaderResourceDX12::IsDepthStencilResource()

    Release()

    Releases the view.

    Declaration
    public void Release()

    RTV()

    Gets the CPU handle to the render target view descriptor.

    Declaration
    public D3D12_CPU_DESCRIPTOR_HANDLE RTV() const
    Returns
    D3D12_CPU_DESCRIPTOR_HANDLE

    SetDSV(D3D12_DEPTH_STENCIL_VIEW_DESC& dsvDesc)

    Declaration
    public void SetDSV(D3D12_DEPTH_STENCIL_VIEW_DESC& dsvDesc)
    Parameters
    D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc

    SetRTV(D3D12_RENDER_TARGET_VIEW_DESC& rtvDesc)

    Declaration
    public void SetRTV(D3D12_RENDER_TARGET_VIEW_DESC& rtvDesc)
    Parameters
    D3D12_RENDER_TARGET_VIEW_DESC rtvDesc

    SetSRV(D3D12_SHADER_RESOURCE_VIEW_DESC& srvDesc)

    Declaration
    public void SetSRV(D3D12_SHADER_RESOURCE_VIEW_DESC& srvDesc)
    Parameters
    D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc

    SetUAV(D3D12_UNORDERED_ACCESS_VIEW_DESC& uavDesc, ID3D12Resource* counterResource=nullptr)

    Declaration
    public void SetUAV(D3D12_UNORDERED_ACCESS_VIEW_DESC& uavDesc, ID3D12Resource* counterResource=nullptr)
    Parameters
    D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc

    ID3D12Resource counterResource

    SRV()

    Gets CPU handle to the shader resource view descriptor.

    Declaration
    public virtual D3D12_CPU_DESCRIPTOR_HANDLE SRV() const override
    Returns
    D3D12_CPU_DESCRIPTOR_HANDLE

    Overrides
    IShaderResourceDX12::SRV()

    UAV()

    Gets CPU handle to the unordered access view descriptor.

    Declaration
    public virtual D3D12_CPU_DESCRIPTOR_HANDLE UAV() const override
    Returns
    D3D12_CPU_DESCRIPTOR_HANDLE

    Overrides
    IShaderResourceDX12::UAV()
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