"L. Spiro Engine"
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A DirectX 11 depth/stencil render target. More...
#include <LSGDirectX11DepthStencilRenderTarget.h>
Public Member Functions | |
virtual LSBOOL LSE_CALL | Activate (LSUINT32 _ui32Slot) |
Protected Member Functions | |
LSVOID LSE_CALL | ResetApi () |
LSBOOL LSE_CALL | CreateApiRenderTarget () |
virtual LSBOOL LSE_CALL | SetAsDepthStencilRenderTarget () const |
virtual LSVOID LSE_CALL | EndAsRenderTarget () const |
Protected Attributes | |
ID3D11Texture2D * | m_pt2tTexture |
ID3D11DepthStencilView * | m_pdsvView |
ID3D11ShaderResourceView * | m_psrvResourceView |
Friends | |
class | CDirectX11RenderTargetManager |
A DirectX 11 depth/stencil render target.
Class CDirectX11DepthStencilRenderTarget Description: A DirectX 11 depth/stencil render target.
virtual LSBOOL LSE_CALL lsg::CDirectX11DepthStencilRenderTarget::Activate | ( | LSUINT32 | _ui32Slot | ) | [virtual] |
Activate this render target in a given slot.
_ui32Slot | Slot in which to place this render target. |
LSBOOL LSE_CALL lsg::CDirectX11DepthStencilRenderTarget::CreateApiRenderTarget | ( | ) | [protected] |
Create the Direct3D 9 API resource(s).
virtual LSVOID LSE_CALL lsg::CDirectX11DepthStencilRenderTarget::EndAsRenderTarget | ( | ) | const [protected, virtual] |
End its term as a render target.
Reimplemented from lsg::CRenderTargetInterface.
LSVOID LSE_CALL lsg::CDirectX11DepthStencilRenderTarget::ResetApi | ( | ) | [protected] |
Reset the resources related to the Direct3D 9 API.
virtual LSBOOL LSE_CALL lsg::CDirectX11DepthStencilRenderTarget::SetAsDepthStencilRenderTarget | ( | ) | const [protected, virtual] |
Activate as a depth/stencil render target.
Reimplemented from lsg::CRenderTargetInterface.
ID3D11DepthStencilView* lsg::CDirectX11DepthStencilRenderTarget::m_pdsvView [protected] |
The view for this render target, needed in order to access the texture data.
ID3D11ShaderResourceView* lsg::CDirectX11DepthStencilRenderTarget::m_psrvResourceView [protected] |
The shader resource view.
ID3D11Texture2D* lsg::CDirectX11DepthStencilRenderTarget::m_pt2tTexture [protected] |
The texture containing the surface we use as our render target. We use a texture rather than a plain surface because a plain surface does not copy color keys and cannot be set as a readable texture target.