/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * Licensed 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. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #define NOMINMAX #include #include "GhostCubeSceneResTrsnHelper.h" #include "GhostCubeScene.h" #include "IUnityGraphicsD3D12.h" #include "TextureD3D12.h" #include "DeviceContextD3D12.h" #include "ValidatedCast.hpp" using namespace Diligent; void GhostCubeSceneResTrsnHelper::TransitionResources(int stateCount, UnityGraphicsD3D12ResourceState* states) { if (stateCount == 0) return; auto *pCtx = ValidatedCast(m_TheScene.m_DiligentGraphics->GetContext()); for (int i = 0; i < stateCount; ++i) { auto &ResState = states[i]; ITextureD3D12 *pMirrorRT = m_TheScene.m_pRenderTarget.RawPtr(); ITextureD3D12 *pMirrorDepth = m_TheScene.m_pDepthBuffer.RawPtr(); ITextureD3D12 *pResToTransition = nullptr; if (ResState.resource == pMirrorRT->GetD3D12Texture()) pResToTransition = pMirrorRT; else if(ResState.resource == pMirrorDepth->GetD3D12Texture()) pResToTransition = pMirrorDepth; else { UNEXPECTED("Unexpected resource to transition"); } if (pResToTransition) { pCtx->TransitionTextureState(pResToTransition, ResState.expected); pResToTransition->SetD3D12ResourceState(ResState.current); } } pCtx->Flush(); }