Diligent Engine  v.2.4.g
Texture2D_D3D11.hpp
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27 
28 #pragma once
29 
32 
33 #include "TextureBaseD3D11.hpp"
34 
35 namespace Diligent
36 {
37 
39 class Texture2D_D3D11 final : public TextureBaseD3D11
40 {
41 public:
42  Texture2D_D3D11(IReferenceCounters* pRefCounters,
43  FixedBlockMemoryAllocator& TexViewObjAllocator,
44  class RenderDeviceD3D11Impl* pDeviceD3D11,
45  const TextureDesc& TexDesc,
46  const TextureData* pInitData = nullptr);
47 
48  Texture2D_D3D11(IReferenceCounters* pRefCounters,
49  FixedBlockMemoryAllocator& TexViewObjAllocator,
50  class RenderDeviceD3D11Impl* pDeviceD3D11,
51  RESOURCE_STATE InitialState,
52  ID3D11Texture2D* pd3d11Texture);
54 
55 protected:
56  // clang-format off
57  virtual void CreateSRV(TextureViewDesc& SRVDesc, ID3D11ShaderResourceView** ppD3D11SRV) override final;
58  virtual void CreateRTV(TextureViewDesc& RTVDesc, ID3D11RenderTargetView** ppD3D11RTV) override final;
59  virtual void CreateDSV(TextureViewDesc& DSVDesc, ID3D11DepthStencilView** ppD3D11DSV) override final;
60  virtual void CreateUAV(TextureViewDesc& UAVDesc, ID3D11UnorderedAccessView** ppD3D11UAV) override final;
61  // clang-format on
62 };
63 
64 } // namespace Diligent
Diligent::Texture2D_D3D11::Texture2D_D3D11
Texture2D_D3D11(IReferenceCounters *pRefCounters, FixedBlockMemoryAllocator &TexViewObjAllocator, class RenderDeviceD3D11Impl *pDeviceD3D11, const TextureDesc &TexDesc, const TextureData *pInitData=nullptr)
Definition: Texture2D_D3D11.cpp:36
Diligent::IReferenceCounters
Base interface for a reference counter object that stores the number of strong and weak references an...
Definition: ReferenceCounters.h:44
Diligent::TextureBaseD3D11
Base implementation of a texture object in Direct3D11 backend.
Definition: TextureBaseD3D11.hpp:44
Diligent::Texture2D_D3D11
Implementation of a 2D texture in Direct3D11 backend.
Definition: Texture2D_D3D11.hpp:39
Diligent::TextureDesc
Texture description.
Definition: Texture.h:47
Diligent::Texture2D_D3D11::CreateSRV
virtual void CreateSRV(TextureViewDesc &SRVDesc, ID3D11ShaderResourceView **ppD3D11SRV) override final
Definition: Texture2D_D3D11.cpp:164
Diligent::Texture2D_D3D11::CreateDSV
virtual void CreateDSV(TextureViewDesc &DSVDesc, ID3D11DepthStencilView **ppD3D11DSV) override final
Definition: Texture2D_D3D11.cpp:207
Diligent::TextureData
Describes the initial data to store in the texture.
Definition: Texture.h:221
Diligent::Texture2D_D3D11::CreateRTV
virtual void CreateRTV(TextureViewDesc &RTVDesc, ID3D11RenderTargetView **ppD3D11RTV) override final
Definition: Texture2D_D3D11.cpp:186
Diligent::Texture2D_D3D11::~Texture2D_D3D11
~Texture2D_D3D11()
Definition: Texture2D_D3D11.cpp:160
TextureBaseD3D11.hpp
Diligent::RenderDeviceD3D11Impl
Render device implementation in Direct3D11 backend.
Definition: RenderDeviceD3D11Impl.hpp:40
Diligent::FixedBlockMemoryAllocator
Memory allocator that allocates memory in a fixed-size chunks.
Definition: FixedBlockMemoryAllocator.hpp:56
Diligent::RESOURCE_STATE
RESOURCE_STATE
Resource usage state.
Definition: GraphicsTypes.h:2814
Diligent::TextureViewDesc
Texture view description.
Definition: TextureView.h:80
Diligent::Texture2D_D3D11::CreateUAV
virtual void CreateUAV(TextureViewDesc &UAVDesc, ID3D11UnorderedAccessView **ppD3D11UAV) override final
Definition: Texture2D_D3D11.cpp:228
Diligent
The library uses Direct3D-style math:
Definition: AdvancedMath.hpp:37