Class GPUTextureViewDX12
The texture view for DirectX 12 backend.
Inherited Members
GPUTextureViewDX12
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
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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
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GetNativePtr()
Gets the native pointer to the underlying view. It's a platform-specific handle.
Declaration
public virtual void* GetNativePtr() const override
Returns
void
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Overrides
GetResourceOwner()
Gets the resource owner.
Declaration
public virtual ResourceOwnerDX12* GetResourceOwner() const override
Returns
ResourceOwnerDX12
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Overrides
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
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Overrides
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
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SetDSV(D3D12_DEPTH_STENCIL_VIEW_DESC& dsvDesc)
Declaration
public void SetDSV(D3D12_DEPTH_STENCIL_VIEW_DESC& dsvDesc)
Parameters
D3D12_DEPTH_STENCIL_VIEW_DESC
dsvDesc
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SetRTV(D3D12_RENDER_TARGET_VIEW_DESC& rtvDesc)
Declaration
public void SetRTV(D3D12_RENDER_TARGET_VIEW_DESC& rtvDesc)
Parameters
D3D12_RENDER_TARGET_VIEW_DESC
rtvDesc
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SetSRV(D3D12_SHADER_RESOURCE_VIEW_DESC& srvDesc)
Declaration
public void SetSRV(D3D12_SHADER_RESOURCE_VIEW_DESC& srvDesc)
Parameters
D3D12_SHADER_RESOURCE_VIEW_DESC
srvDesc
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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
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ID3D12Resource
counterResource
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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
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Overrides
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
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