src/ngfx/porting/d3d/D3DFramebuffer.h

Namespaces

Name
ngfx

Classes

Name
class ngfx::D3DFramebuffer
struct ngfx::D3DFramebuffer::D3DAttachment

Source code

/*
 * Copyright 2020 GoPro Inc.
 *
 * Licensed to the Apache Software Foundation (ASF) under one
 * or more contributor license agreements.  See the NOTICE file
 * distributed with this work for additional information
 * regarding copyright ownership.  The ASF licenses this file
 * to you under the Apache License, Version 2.0 (the
 * "License"); you may not use this file except in compliance
 * with the License.  You may obtain a copy of the License at
 *
 *   http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing,
 * software distributed under the License is distributed on an
 * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
 * KIND, either express or implied.  See the License for the
 * specific language governing permissions and limitations
 * under the License.
 */
#pragma once
#include "ngfx/graphics/Framebuffer.h"
#include "ngfx/porting/d3d/D3DUtil.h"

namespace ngfx {
class D3DTexture;
class D3DFramebuffer : public Framebuffer {
public:
  struct D3DAttachment {
    ID3D12Resource *resource;
    D3D12_CPU_DESCRIPTOR_HANDLE cpuDescriptor;
    uint32_t subresourceIndex = 0;
    uint32_t imageUsageFlags = 0;
    uint32_t numSamples = 1;
    DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
    D3DTexture *texture = nullptr;
  };
  void create(std::vector<D3DAttachment> &attachments, int32_t w, uint32_t h,
              uint32_t layers = 1);
  virtual ~D3DFramebuffer() {}
  std::vector<D3DAttachment> d3dAttachments;
  std::vector<D3DAttachment *> colorAttachments, resolveAttachments;
  D3DAttachment *depthStencilAttachment = nullptr, *depthResolve = nullptr;
};
D3D_CAST(Framebuffer);
} // namespace ngfx

Updated on 3 April 2021 at 20:21:51 PDT