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o3de/Code/CryEngine/RenderDll/XRenderD3D9/DX12/Resource/View/CCryDX12DepthStencilView.hpp
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2021-03-08 14:30:57 -08:00

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#pragma once
#ifndef __CCRYDX12DEPTHSTENCILVIEW__
#define __CCRYDX12DEPTHSTENCILVIEW__
#include "DX12/Resource/CCryDX12View.hpp"
class CCryDX12DepthStencilView
: public CCryDX12View<ID3D11DepthStencilView>
{
public:
DX12_OBJECT(CCryDX12DepthStencilView, CCryDX12View<ID3D11DepthStencilView>);
static CCryDX12DepthStencilView* Create(CCryDX12Device* pDevice, ID3D11Resource* pResource, const D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc);
virtual ~CCryDX12DepthStencilView();
#pragma region /* ID3D11DepthStencilView implementation */
virtual void STDMETHODCALLTYPE GetDesc(
_Out_ D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc) final;
#pragma endregion
template<class T>
void BeginResourceStateTransition([[maybe_unused]] T* pCmdList)
{
//pCmdList->QueueTransitionBarrierBegin(GetDX12View().GetDX12Resource(), m_Desc11.Flags & D3D11_DSV_READ_ONLY_DEPTH ? D3D12_RESOURCE_STATE_DEPTH_READ : D3D12_RESOURCE_STATE_DEPTH_WRITE);
}
template<class T>
void EndResourceStateTransition(T* pCmdList)
{
pCmdList->QueueTransitionBarrier(GetDX12View().GetDX12Resource(), m_Desc11.Flags & D3D11_DSV_READ_ONLY_DEPTH ? D3D12_RESOURCE_STATE_DEPTH_READ : D3D12_RESOURCE_STATE_DEPTH_WRITE);
}
protected:
CCryDX12DepthStencilView(ID3D11Resource* pResource11, const D3D11_DEPTH_STENCIL_VIEW_DESC& rDesc11, ID3D12Resource* pResource12, const D3D12_DEPTH_STENCIL_VIEW_DESC& rDesc12);
CCryDX12DepthStencilView(ID3D11Resource* pResource11, const D3D11_DEPTH_STENCIL_VIEW_DESC& rDesc11, ID3D12Resource* pResource12);
private:
D3D11_DEPTH_STENCIL_VIEW_DESC m_Desc11;
};
#endif // __CCRYDX12DEPTHSTENCILVIEW__