virtual void CreateRTV(TextureViewDesc &RTVDesc, ID3D11RenderTargetView **ppD3D11RTV)=0
Base interface for a reference counter object that stores the number of strong and weak references an...
Definition: ReferenceCounters.h:44
void ClearState(RESOURCE_STATE State)
Definition: TextureBaseD3D11.hpp:71
bool IsInKnownState() const
Definition: TextureBase.hpp:260
RESOURCE_STATE m_State
Definition: TextureBase.hpp:310
Base interface for all dynamic objects in the engine.
Definition: Object.h:41
virtual void * GetNativeHandle() override final
Implementation of ITexture::GetNativeHandle().
Definition: TextureBaseD3D11.hpp:63
virtual void CreateUAV(TextureViewDesc &UAVDesc, ID3D11UnorderedAccessView **ppD3D11UAV)=0
Texture view interface.
Definition: TextureView.h:202
CComPtr< ID3D11Resource > m_pd3d11Texture
D3D11 texture.
Definition: TextureBaseD3D11.hpp:94
Base implementation of a texture object in Direct3D11 backend.
Definition: TextureBaseD3D11.hpp:44
virtual void CreateSRV(TextureViewDesc &SRVDesc, ID3D11ShaderResourceView **ppD3D11SRV)=0
Unique interface identifier.
Definition: InterfaceID.h:37
Texture view implementation in Direct3D11 backend.
Definition: TextureViewD3D11Impl.hpp:42
Definition: STDAllocator.hpp:53
virtual ID3D11Resource * GetD3D11Texture() override final
Implementation of ITextureD3D11::GetD3D11Texture().
Definition: TextureBaseD3D11.hpp:60
Texture description.
Definition: Texture.h:47
~TextureBaseD3D11()
Definition: TextureBaseD3D11.cpp:160
void AddState(RESOURCE_STATE State)
Definition: TextureBaseD3D11.hpp:65
#define DILIGENT_CALL_TYPE
Definition: CommonDefinitions.h:45
Describes the initial data to store in the texture.
Definition: Texture.h:221
@ RESOURCE_STATE_UNDEFINED
The resource state is known to the engine, but is undefined. A resource is typically in an undefined ...
Definition: GraphicsTypes.h:2820
uint32_t Uint32
32-bit unsigned integer
Definition: BasicTypes.h:51
void PrepareD3D11InitData(const TextureData *pInitData, Uint32 NumSubresources, std::vector< D3D11_SUBRESOURCE_DATA, STDAllocatorRawMem< D3D11_SUBRESOURCE_DATA >> &D3D11InitData)
Definition: TextureBaseD3D11.cpp:136
Base implementation of the ITexture interface.
Definition: TextureBase.hpp:71
@ RESOURCE_STATE_UNKNOWN
The resource state is not known to the engine and is managed by the application.
Definition: GraphicsTypes.h:2817
TextureBaseD3D11(IReferenceCounters *pRefCounters, FixedBlockMemoryAllocator &TexViewObjAllocator, class RenderDeviceD3D11Impl *pDeviceD3D11, const TextureDesc &TexDesc, const TextureData *pInitData=nullptr)
Definition: TextureBaseD3D11.cpp:39
virtual void QueryInterface(const INTERFACE_ID &IID, IObject **ppInterface) override final
void CreateViewInternal(const struct TextureViewDesc &ViewDesc, ITextureView **ppView, bool bIsDefaultView) override final
Definition: TextureBaseD3D11.cpp:62
#define VERIFY_EXPR(...)
Definition: DebugUtilities.hpp:79
virtual void CreateDSV(TextureViewDesc &DSVDesc, ID3D11DepthStencilView **ppD3D11DSV)=0
Render device implementation in Direct3D11 backend.
Definition: RenderDeviceD3D11Impl.hpp:40
Memory allocator that allocates memory in a fixed-size chunks.
Definition: FixedBlockMemoryAllocator.hpp:56
RESOURCE_STATE
Resource usage state.
Definition: GraphicsTypes.h:2814
Texture view description.
Definition: TextureView.h:80
The library uses Direct3D-style math:
Definition: AdvancedMath.hpp:37