dxvk/src/d3d11/d3d11_view_dsv.h

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#pragma once
#include "../dxvk/dxvk_device.h"
#include "d3d11_device_child.h"
namespace dxvk {
class D3D11Device;
/**
* \brief Depth-stencil view
*
* Unordered access views are special in that they can
* have counters, which can be used inside shaders to
* atomically append or consume structures.
*/
class D3D11DepthStencilView : public D3D11DeviceChild<ID3D11DepthStencilView> {
public:
D3D11DepthStencilView(
D3D11Device* pDevice,
ID3D11Resource* pResource,
const D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc);
~D3D11DepthStencilView();
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObject) final;
void STDMETHODCALLTYPE GetDevice(ID3D11Device** ppDevice) final;
void STDMETHODCALLTYPE GetResource(ID3D11Resource** ppResource) final;
void STDMETHODCALLTYPE GetDesc(D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc) final;
D3D11_RESOURCE_DIMENSION GetResourceType() const {
D3D11_RESOURCE_DIMENSION type;
m_resource->GetType(&type);
return type;
}
Rc<DxvkImageView> GetImageView() const {
return m_view;
}
VkImageLayout GetRenderLayout() const {
if (m_view->imageInfo().tiling == VK_IMAGE_TILING_OPTIMAL) {
switch (m_desc.Flags & (D3D11_DSV_READ_ONLY_DEPTH | D3D11_DSV_READ_ONLY_STENCIL)) {
default: // case 0
return VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
case D3D11_DSV_READ_ONLY_DEPTH:
return VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL_KHR;
case D3D11_DSV_READ_ONLY_STENCIL:
return VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL_KHR;
case D3D11_DSV_READ_ONLY_DEPTH | D3D11_DSV_READ_ONLY_STENCIL:
return VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
}
} else {
return VK_IMAGE_LAYOUT_GENERAL;
}
}
static HRESULT GetDescFromResource(
ID3D11Resource* pResource,
D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc);
static HRESULT NormalizeDesc(
ID3D11Resource* pResource,
D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc);
private:
Com<D3D11Device> m_device;
ID3D11Resource* m_resource;
D3D11_DEPTH_STENCIL_VIEW_DESC m_desc;
Rc<DxvkImageView> m_view;
};
}