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slot 0.0.1
A real time UI render framework
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#include <DX12TextureManager.h>


Public 成员函数 | |
| DX12TextureManager (DX12Render *render) | |
| void | Bind () const |
| D3D12_GPU_DESCRIPTOR_HANDLE | GetGPUDescriptor (ResourceRef< BaseTexture > texture) const |
| void | Init () |
Public 成员函数 继承自 z8::DX12Common | |
| DX12Common (DX12Render *) | |
| virtual | ~DX12Common ()=default |
Private 属性 | |
| ComPtr< ID3D12DescriptorHeap > | DescriptorHeap |
| unsigned | DescriptorSize = 0 |
| std::unordered_map< ResourceRef< BaseTexture >, uint32_t, ResourceRefHash< BaseTexture > > | Indices |
| std::vector< ComPtr< ID3D12Resource > > | Resources |
| std::vector< ComPtr< ID3D12Resource > > | Uploads |
额外继承的成员函数 | |
Public 属性 继承自 z8::DX12Common | |
| DX12Device * | Ctx |
| DX12Render * | Render |
把 CPU RGBA8 Texture 上传为默认堆资源,并提供每材质使用的 SRV。
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explicit |
| void DX12TextureManager::Bind | ( | ) | const |
绑定唯一的 CBV/SRV/UAV Shader-visible 堆。
| D3D12_GPU_DESCRIPTOR_HANDLE DX12TextureManager::GetGPUDescriptor | ( | ResourceRef< BaseTexture > | texture | ) | const |
返回指定纹理的 GPU SRV;未知资源引用返回零描述符句柄。
| void DX12TextureManager::Init | ( | ) |
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private |
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