1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
|
/*
* 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 <d3d12.h>
#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<IDeviceContextD3D12>(m_TheScene.m_DiligentGraphics->GetContext());
for (int i = 0; i < stateCount; ++i)
{
auto &ResState = states[i];
ITextureD3D12 *pMirrorRT = m_TheScene.m_pRenderTarget.RawPtr<ITextureD3D12>();
ITextureD3D12 *pMirrorDepth = m_TheScene.m_pDepthBuffer.RawPtr<ITextureD3D12>();
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();
}
|