Diligent::StateTransitionDesc struct

Resource state transition barrier description.

Contents

Public variables

struct IDeviceObject* pResource
Resource to transition. Can be ITexture, IBuffer, IBottomLevelAS, ITopLevelAS.
Uint32 FirstMipLevel
When transitioning a texture, first mip level of the subresource range to transition.
Uint32 MipLevelsCount
When transitioning a texture, number of mip levels of the subresource range to transition.
Uint32 FirstArraySlice
When transitioning a texture, first array slice of the subresource range to transition.
Uint32 ArraySliceCount
When transitioning a texture, number of array slices of the subresource range to transition.
RESOURCE_STATE OldState
Resource state before transition. If this value is RESOURCE_STATE_UNKNOWN, internal resource state will be used, which must be defined in this case.
RESOURCE_STATE NewState
Resource state after transition.
STATE_TRANSITION_TYPE TransitionType
State transition type, see Diligent::STATE_TRANSITION_TYPE.
bool UpdateResourceState
If set to true, the internal resource state will be set to NewState and the engine will be able to take over the resource state management. In this case it is the responsibility of the application to make sure that all subresources are indeed in designated state. If set to false, internal resource state will be unchanged.

Variable documentation

STATE_TRANSITION_TYPE Diligent::StateTransitionDesc::TransitionType

State transition type, see Diligent::STATE_TRANSITION_TYPE.

bool Diligent::StateTransitionDesc::UpdateResourceState

If set to true, the internal resource state will be set to NewState and the engine will be able to take over the resource state management. In this case it is the responsibility of the application to make sure that all subresources are indeed in designated state. If set to false, internal resource state will be unchanged.