#include "RenderAPI.h" #include "PlatformBase.h" #include "Unity/IUnityGraphics.h" #include "GraphicsAccessories.hpp" using namespace Diligent; void RenderAPI::CreateTextureViews(Diligent::ITexture *pRenderTarget, Diligent::ITexture *pDepthBuffer) { m_RTV.Release(); m_DSV.Release(); { const auto &RTDesc = pRenderTarget->GetDesc(); TextureViewDesc RTVDesc; RTVDesc.ViewType = TEXTURE_VIEW_RENDER_TARGET; m_RenderTargetFormat = GetDefaultTextureViewFormat(RTDesc, TEXTURE_VIEW_RENDER_TARGET); RTVDesc.Format = m_RenderTargetFormat; pRenderTarget->CreateView(RTVDesc, &m_RTV); } { const auto &TexDesc = pDepthBuffer->GetDesc(); TextureViewDesc DSVDesc; DSVDesc.ViewType = TEXTURE_VIEW_DEPTH_STENCIL; m_DepthBufferFormat = GetDefaultTextureViewFormat(TexDesc, TEXTURE_VIEW_DEPTH_STENCIL); DSVDesc.Format = m_DepthBufferFormat; pDepthBuffer->CreateView(DSVDesc, &m_DSV); } }