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hub / github.com/NVIDIAGameWorks/HBAOPlus / Render

Method Render

samples/D3D11/src/DeviceManager.cpp:316–334  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

314}
315
316void
317DeviceManager::Render()
318{
319 D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (float)m_SwapChainDesc.BufferDesc.Width, (float)m_SwapChainDesc.BufferDesc.Height, 0.0f, 1.0f };
320
321 // rendering back-to-front
322 for(auto it = m_vControllers.rbegin(); it != m_vControllers.rend(); it++)
323 {
324 if((*it)->IsEnabled())
325 {
326 m_ImmediateContext->OMSetRenderTargets(1, &m_BackBufferRTV, m_DepthStencilDSV);
327 m_ImmediateContext->RSSetViewports(1, &viewport);
328
329 (*it)->Render(m_Device, m_ImmediateContext, m_BackBufferRTV, m_DepthStencilDSV);
330 }
331 }
332
333 m_ImmediateContext->OMSetRenderTargets(0, NULL, NULL);
334}
335
336void
337DeviceManager::Animate(double fElapsedTimeSeconds)

Callers

nothing calls this directly

Calls 1

IsEnabledMethod · 0.80

Tested by

no test coverage detected