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50 lines
1.8 KiB
C++
50 lines
1.8 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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#pragma once
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#ifndef __CRYDX12SHADERRESOURCEVIEW__
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#define __CRYDX12SHADERRESOURCEVIEW__
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#include "DX12/Resource/CCryDX12View.hpp"
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class CCryDX12ShaderResourceView
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: public CCryDX12View<ID3D11ShaderResourceView>
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{
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public:
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DX12_OBJECT(CCryDX12ShaderResourceView, CCryDX12View<ID3D11ShaderResourceView>);
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static CCryDX12ShaderResourceView* Create(CCryDX12Device* pDevice, ID3D11Resource* pResource, const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc);
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virtual ~CCryDX12ShaderResourceView();
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#pragma region /* ID3D11ShaderResourceView implementation */
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virtual void STDMETHODCALLTYPE GetDesc(
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_Out_ D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc) final;
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#pragma endregion
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void BeginResourceStateTransition([[maybe_unused]] DX12::CommandList* commandList)
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{
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//commandList->QueueTransitionBarrierBegin(GetDX12View().GetDX12Resource(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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}
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protected:
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CCryDX12ShaderResourceView(ID3D11Resource* pResource11, const D3D11_SHADER_RESOURCE_VIEW_DESC& desc11, ID3D12Resource* pResource12, const D3D12_SHADER_RESOURCE_VIEW_DESC& desc12);
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private:
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D3D11_SHADER_RESOURCE_VIEW_DESC m_Desc11;
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};
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#endif
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