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hub / github.com/GPUOpen-Effects/TressFX / CreateDepthResource

Method CreateDepthResource

src/DX12/DX12EngineInterfaceImpl.cpp:444–468  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

442}
443
444std::unique_ptr<EI_Resource> EI_Device::CreateDepthResource(const int width, const int height, const char* name)
445{
446 EI_Resource* res = new EI_Resource;
447 res->m_ResourceType = EI_ResourceType::Texture;
448 res->m_pTexture = new CAULDRON_DX12::Texture();
449
450 res->m_pTexture->InitDepthStencil(&m_device, name, &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, width, height, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL));
451
452 res->DSView = new CAULDRON_DX12::DSV();
453 m_resourceViewHeaps.AllocDSVDescriptor(1, res->DSView);
454 res->m_pTexture->CreateDSV(0, res->DSView);
455
456 res->SRView = new CAULDRON_DX12::CBV_SRV_UAV();
457 D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
458 srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
459 srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
460 srvDesc.TextureCube.MostDetailedMip = 0;
461 srvDesc.TextureCube.ResourceMinLODClamp = 0;
462 srvDesc.TextureCube.MipLevels = 1;
463 srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
464 m_resourceViewHeaps.AllocCBV_SRV_UAVDescriptor(1, res->SRView);
465 res->m_pTexture->CreateSRV(0, res->SRView, &srvDesc);
466
467 return std::unique_ptr<EI_Resource>(res);
468}
469
470std::unique_ptr<EI_Resource> EI_Device::CreateResourceFromFile(const char* szFilename, bool useSRGB/*= false*/)
471{

Callers

nothing calls this directly

Calls 1

CreateSRVMethod · 0.80

Tested by

no test coverage detected