SOL9 2.0 Class: Direct3D12ShaderResourceView
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Source code
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* Direct3D12ShaderResourceView.h
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*****************************************************************************/
// 2016/10/15
#pragma once
#include <sol/direct3d12/Direct3D12View.h>
#include <sol/direct3d12/Direct3D12CommonDescriptorHeap.h>
namespace SOL {
class Direct3D12ShaderResourceView : public Direct3D12View {
private:
D3D12_CPU_DESCRIPTOR_HANDLE handle;
public:
Direct3D12ShaderResourceView(
__in ID3D12Device* device,
__in D3D12_CPU_DESCRIPTOR_HANDLE srvHandle, //Handle gotten from Direct3D12CommonDescriptorHeap
__in ID3D12Resource* texturedResource)
:Direct3D12View(),
handle(srvHandle)
{
if (device == nullptr || texturedResource == nullptr) {
throw IException("Invalid parameter. ID3D12Device or ID3D12Resource is NULL.");
}
D3D12_RESOURCE_DESC textureDesc = texturedResource->GetDesc();
//1 Define a shaderResourceViewDesc
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
memset(&srvDesc, 0, sizeof(srvDesc));
srvDesc.Format = textureDesc.Format; // DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; //SRV for texture2D
srvDesc.Texture2D.MipLevels = 1;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.PlaneSlice = 0;
srvDesc.Texture2D.ResourceMinLODClamp = 0.0F;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
//2 Create a shaderResourceView from the texturedResource and shaderResourceViewDesc, and cpuHandle,
device ->CreateShaderResourceView(
texturedResource,
&srvDesc,
handle);
}
~Direct3D12ShaderResourceView()
{
}
operator D3D12_CPU_DESCRIPTOR_HANDLE()
{
return handle;
}
D3D12_CPU_DESCRIPTOR_HANDLE getHandle()
{
return handle;
}
};
}
Last modified: 5 May 2019
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