src/ngfx/porting/d3d/D3DRenderPass.cpp
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.
*/
#include "ngfx/porting/d3d/D3DRenderPass.h"
#include "ngfx/core/DebugUtil.h"
#include "ngfx/porting/d3d/D3DCommandList.h"
#include "ngfx/porting/d3d/D3DDebugUtil.h"
#include "ngfx/porting/d3d/D3DGraphicsContext.h"
#include <d3dx12.h>
#include <glm/gtc/type_ptr.hpp>
using namespace ngfx;
void D3DRenderPass::create(D3DGraphicsContext *ctx,
D3D12_RESOURCE_STATES initialResourceState,
D3D12_RESOURCE_STATES finalResourceState) {
this->ctx = ctx;
this->initialResourceState = initialResourceState;
this->finalResourceState = finalResourceState;
}
Updated on 3 April 2021 at 20:21:51 PDT