Add ClearUA to GPUContext to clear texture with float values
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committed by
Wojtek Figat
parent
bac8058aa8
commit
afed5a30bc
@@ -188,6 +188,13 @@ void GPUContextDX11::ClearUA(GPUTexture* texture, const uint32 value[4])
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_context->ClearUnorderedAccessViewUint(uav, value);
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}
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void GPUContextDX11::ClearUA(GPUTexture* texture, const Vector4& value)
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{
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ASSERT(texture != nullptr && texture->IsUnorderedAccess());
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auto uav = ((GPUTextureViewDX11*)(texture->IsVolume() ? texture->ViewVolume() : texture->View()))->UAV();
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_context->ClearUnorderedAccessViewFloat(uav, value.Raw);
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}
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void GPUContextDX11::ResetRenderTarget()
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{
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if (_rtCount != 0 || _rtDepth)
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@@ -110,6 +110,7 @@ public:
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void ClearUA(GPUBuffer* buf, const Vector4& value) override;
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void ClearUA(GPUBuffer* buf, const uint32 value[4]) override;
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void ClearUA(GPUTexture* texture, const uint32 value[4]) override;
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void ClearUA(GPUTexture* texture, const Vector4& value) override;
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void ResetRenderTarget() override;
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void SetRenderTarget(GPUTextureView* rt) override;
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void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override;
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