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slot 0.0.1
A real time UI render framework
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#include <DX12DepthStencil.h>


Public 成员函数 | |
| DX12DepthStencil (DX12Render *render) | |
| void | ClearBuffer () const |
| void | InitBuffer (int width, int height, unsigned sampleCount, unsigned sampleQuality) |
| void | InitDescriptor () |
| void | ResetBuffer () |
Public 成员函数 继承自 z8::DX12Common | |
| DX12Common (DX12Render *) | |
| virtual | ~DX12Common ()=default |
Public 属性 | |
| ComPtr< ID3D12Resource > | Buffer |
| ComPtr< ID3D12DescriptorHeap > | DptHeap |
| D3D12_CPU_DESCRIPTOR_HANDLE | Dpt {} |
| DXGI_FORMAT | Format = DXGI_FORMAT_D24_UNORM_S8_UINT |
Public 属性 继承自 z8::DX12Common | |
| DX12Device * | Ctx |
| DX12Render * | Render |
单个渲染表面的深度模板目标。
尺寸与采样参数由调用方显式提供,因此主窗口和包含 SceneNode 的 Floating surface 可以复用相同实现;该资源不读取 Application 主窗口几何。
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inlineexplicit |
| void DX12DepthStencil::ClearBuffer | ( | ) | const |

| void DX12DepthStencil::InitBuffer | ( | int | width, |
| int | height, | ||
| unsigned | sampleCount, | ||
| unsigned | sampleQuality ) |


| void DX12DepthStencil::InitDescriptor | ( | ) |

| void DX12DepthStencil::ResetBuffer | ( | ) |

| ComPtr<ID3D12Resource> z8::DX12DepthStencil::Buffer |
| D3D12_CPU_DESCRIPTOR_HANDLE z8::DX12DepthStencil::Dpt {} |
| ComPtr<ID3D12DescriptorHeap> z8::DX12DepthStencil::DptHeap |
| DXGI_FORMAT z8::DX12DepthStencil::Format = DXGI_FORMAT_D24_UNORM_S8_UINT |