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#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);
}
}
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