SOL9 2.0 Class: Direct3D11DepthStencilView
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Source code
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* Direct3D11DepthStencilView.h
*
*****************************************************************************/
// 2016/01/01
#pragma once
#include <sol/direct3d11/Direct3D11View.h>
namespace SOL {
class Direct3D11DepthStencilView : public Direct3D11View{
public:
Direct3D11DepthStencilView(
__in ID3D11Device* device,
__in ID3D11Resource *pResource,
__in_opt const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc)
{
if (device) {
ID3D11DepthStencilView* depthStencilView = NULL;
HRESULT hr = device -> CreateDepthStencilView(
pResource,
pDesc,
&depthStencilView);
if (SUCCEEDED(hr)) {
set(depthStencilView);
} else {
throw IException("Failed to CreateDepthStencilView. HRESULT(0x%lx)", hr);
}
} else {
throw IException("Invalid argument. ID3D11Device is NULL");
}
}
~Direct3D11DepthStencilView()
{
}
operator ID3D11DepthStencilView*()
{
return getDepthStencilView();
}
ID3D11DepthStencilView* getDepthStencilView()
{
ID3D11DepthStencilView* view = (ID3D11DepthStencilView*)getIUnknown();
if (view) {
return view;
} else {
throw IException("ID3D11DepthStencilView is NULL.");
}
}
void getDesc(
__out D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc)
{
ID3D11DepthStencilView* view = getDepthStencilView();
view -> GetDesc(pDesc);
}
//clearFlags D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL
void clear(UINT clearFlags = D3D11_CLEAR_DEPTH,
FLOAT depth = 1.0f,
UINT8 stencil = 0)
{
ID3D11Device* device = NULL;
getDevice(&device);
if (device) {
ID3D11DeviceContext* immediateContext = NULL;
device -> GetImmediateContext(
&immediateContext);
if (immediateContext) {
immediateContext -> ClearDepthStencilView(*this, clearFlags, depth, stencil);
immediateContext -> Release();
}
device -> Release();
}
}
};
}
Last modified: 5 May 2019
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