StateTransitionDesc struct
Resource state transition barrier description.
Contents
- Reference
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::
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.