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313
Source/Engine/GraphicsDevice/DirectX/DX12/GPUTextureDX12.h
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313
Source/Engine/GraphicsDevice/DirectX/DX12/GPUTextureDX12.h
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Collections/Array.h"
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#include "Engine/Graphics/Textures/GPUTexture.h"
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#include "GPUDeviceDX12.h"
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#include "IShaderResourceDX12.h"
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#if GRAPHICS_API_DIRECTX12
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/// <summary>
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/// The texture view for DirectX 12 backend.
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/// </summary>
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class GPUTextureViewDX12 : public GPUTextureView, public IShaderResourceDX12
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{
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private:
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GPUDeviceDX12* _device = nullptr;
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ResourceOwnerDX12* _owner = nullptr;
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DescriptorHeapWithSlotsDX12::Slot _rtv, _srv, _dsv, _uav;
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUTextureViewDX12"/> class.
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/// </summary>
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GPUTextureViewDX12()
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{
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}
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GPUTextureViewDX12(const GPUTextureViewDX12& other)
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: GPUTextureViewDX12()
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{
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#if !BUILD_RELEASE
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CRASH; // Not used
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#endif
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}
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GPUTextureViewDX12& operator=(const GPUTextureViewDX12& other)
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{
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#if !BUILD_RELEASE
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CRASH; // Not used
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#endif
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return *this;
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}
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/// <summary>
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/// Finalizes an instance of the <see cref="GPUTextureViewDX12"/> class.
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/// </summary>
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~GPUTextureViewDX12()
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{
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Release();
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}
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public:
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/// <summary>
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/// Init
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/// </summary>
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/// <param name="parent">Parent resource</param>
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/// <param name="device">Graphics Device</param>
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/// <param name="owner">Resource owner</param>
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/// <param name="format">Parent texture format</param>
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/// <param name="msaa">Parent texture multi-sample level</param>
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/// <param name="subresourceIndex">Used subresource index or -1 to cover whole resource.</param>
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void Init(GPUResource* parent, GPUDeviceDX12* device, ResourceOwnerDX12* owner, PixelFormat format, MSAALevel msaa, int32 subresourceIndex = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
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{
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GPUTextureView::Init(parent, format, msaa);
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SubresourceIndex = subresourceIndex;
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_device = device;
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_owner = owner;
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}
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/// <summary>
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/// Releases the view.
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/// </summary>
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void Release()
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{
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_rtv.Release();
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_srv.Release();
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_dsv.Release();
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_uav.Release();
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}
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public:
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/// <summary>
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/// Sets the render target view.
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/// </summary>
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/// <param name="rtvDesc">The RTV desc.</param>
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void SetRTV(D3D12_RENDER_TARGET_VIEW_DESC* rtvDesc)
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{
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if (rtvDesc)
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{
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_rtv.CreateRTV(_device, _owner->GetResource(), rtvDesc);
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}
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else
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{
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_rtv.Release();
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}
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}
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/// <summary>
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/// Sets the shader resource view.
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/// </summary>
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/// <param name="srvDesc">The SRV desc.</param>
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void SetSRV(D3D12_SHADER_RESOURCE_VIEW_DESC* srvDesc)
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{
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if (srvDesc)
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{
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_srv.CreateSRV(_device, _owner->GetResource(), srvDesc);
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}
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else
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{
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_srv.Release();
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}
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}
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/// <summary>
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/// Sets the depth stencil view.
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/// </summary>
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/// <param name="dsvDesc">The DSV desc.</param>
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void SetDSV(D3D12_DEPTH_STENCIL_VIEW_DESC* dsvDesc)
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{
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if (dsvDesc)
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{
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_dsv.CreateDSV(_device, _owner->GetResource(), dsvDesc);
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}
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else
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{
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_dsv.Release();
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}
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}
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/// <summary>
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/// Sets the unordered access view.
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/// </summary>
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/// <param name="uavDesc">The UAV desc.</param>
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/// <param name="counterResource">The counter buffer resource.</param>
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void SetUAV(D3D12_UNORDERED_ACCESS_VIEW_DESC* uavDesc, ID3D12Resource* counterResource = nullptr)
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{
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if (uavDesc)
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{
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_uav.CreateUAV(_device, _owner->GetResource(), uavDesc, counterResource);
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}
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else
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{
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_uav.Release();
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}
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}
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public:
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/// <summary>
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/// Gets the CPU handle to the render target view descriptor.
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/// </summary>
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/// <returns>The CPU handle to the render target view descriptor.</returns>
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D3D12_CPU_DESCRIPTOR_HANDLE RTV() const
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{
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return _rtv.CPU();
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}
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/// <summary>
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/// Gets the CPU handle to the depth stencil view descriptor.
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/// </summary>
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/// <returns>The CPU handle to the depth stencil view descriptor.</returns>
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D3D12_CPU_DESCRIPTOR_HANDLE DSV() const
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{
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return _dsv.CPU();
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}
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public:
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// [GPUResourceView]
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void* GetNativePtr() const override
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{
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return (void*)(IShaderResourceDX12*)this;
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}
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// [IShaderResourceDX12]
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bool IsDepthStencilResource() const override
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{
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return _dsv.IsValid();
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}
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D3D12_CPU_DESCRIPTOR_HANDLE SRV() const override
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{
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return _srv.CPU();
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}
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D3D12_CPU_DESCRIPTOR_HANDLE UAV() const override
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{
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return _uav.CPU();
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}
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ResourceOwnerDX12* GetResourceOwner() const override
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{
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return _owner;
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}
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};
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/// <summary>
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/// Texture object for DirectX 12 backend.
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/// </summary>
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class GPUTextureDX12 : public GPUResourceDX12<GPUTexture>, public ResourceOwnerDX12, public IShaderResourceDX12
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{
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private:
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GPUTextureViewDX12 _handleArray;
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GPUTextureViewDX12 _handleVolume;
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GPUTextureViewDX12 _handleReadOnlyDepth;
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Array<GPUTextureViewDX12> _handlesPerSlice; // [slice]
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Array<Array<GPUTextureViewDX12>> _handlesPerMip; // [slice][mip]
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DescriptorHeapWithSlotsDX12::Slot _srv;
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DescriptorHeapWithSlotsDX12::Slot _uav;
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DXGI_FORMAT _dxgiFormatDSV;
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DXGI_FORMAT _dxgiFormatSRV;
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DXGI_FORMAT _dxgiFormatRTV;
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DXGI_FORMAT _dxgiFormatUAV;
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUTextureDX12"/> class.
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/// </summary>
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/// <param name="device">The device.</param>
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/// <param name="name">The name.</param>
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GPUTextureDX12(GPUDeviceDX12* device, const StringView& name)
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: GPUResourceDX12<GPUTexture>(device, name)
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{
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}
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private:
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void initHandles();
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public:
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// [GPUTexture]
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GPUTextureView* View(int32 arrayOrDepthIndex) const override
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{
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return (GPUTextureView*)&_handlesPerSlice[arrayOrDepthIndex];
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}
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GPUTextureView* View(int32 arrayOrDepthIndex, int32 mipMapIndex) const override
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{
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return (GPUTextureView*)&_handlesPerMip[arrayOrDepthIndex][mipMapIndex];
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}
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GPUTextureView* ViewArray() const override
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{
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ASSERT(ArraySize() > 1);
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return (GPUTextureView*)&_handleArray;
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}
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GPUTextureView* ViewVolume() const override
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{
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ASSERT(IsVolume());
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return (GPUTextureView*)&_handleVolume;
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}
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GPUTextureView* ViewReadOnlyDepth() const override
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{
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ASSERT(_desc.Flags & GPUTextureFlags::ReadOnlyDepthView);
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return (GPUTextureView*)&_handleReadOnlyDepth;
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}
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void* GetNativePtr() const override
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{
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return (void*)nullptr;
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}
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bool GetData(int32 arrayOrDepthSliceIndex, int32 mipMapIndex, TextureMipData& data, uint32 mipRowPitch) override;
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// [ResourceOwnerDX12]
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GPUResource* AsGPUResource() const override
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{
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return (GPUResource*)this;
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}
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// [IShaderResourceDX12]
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bool IsDepthStencilResource() const override
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{
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return (_desc.Flags & GPUTextureFlags::DepthStencil) != 0;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE SRV() const override
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{
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return _srv.CPU();
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}
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D3D12_CPU_DESCRIPTOR_HANDLE UAV() const override
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{
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return _uav.CPU();
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}
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ResourceOwnerDX12* GetResourceOwner() const override
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{
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return (ResourceOwnerDX12*)this;
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}
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protected:
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// [GPUTexture]
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bool OnInit() override;
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void onResidentMipsChanged() override;
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void OnReleaseGPU() override;
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};
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#endif
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